[pri_b301_zulus]:stalker_silent
$spawn                     = "respawn\pri_b301_zulus"
character_profile     = jup_b15_zulus
story_id = pri_b301_zulus

[pri_b301_snork_1]:snork_normal
$spawn                     = "respawn\pri_b301_snork_1"

[pri_b301_snork_2]:snork_normal
$spawn                     = "respawn\pri_b301_snork_2"

[pri_b301_snork_3]:snork_normal
$spawn                     = "respawn\pri_b301_snork_3"

[pri_b301_snork_4]:snork_normal
$spawn                     = "respawn\pri_b301_snork_4"

[pri_b301_snork_5]:snork_normal
$spawn                     = "respawn\pri_b301_snork_5"

[pri_a17_military_colonel_kovalski]:stalker_silent
$spawn                     = "respawn\pri_a17_military_colonel_kovalski"
story_id = pri_a17_military_colonel_kovalski
character_profile     = pri_a17_military_colonel_kovalski

[pri_a17_military_colonel_kovalski_strong]:pri_a17_military_colonel_kovalski
$spawn                     = "respawn\pri_a17_military_colonel_kovalski_strong"
immunities_sect = stalker_immunities_strong

[pri_a17_military_captain_tarasov]:stalker
$spawn                = "respawn\pri_a17_military_captain_tarasov"
story_id = pri_a17_military_captain_tarasov
character_profile     = pri_a17_military_captain_tarasov
 
sound_humming					= 
sound_alarm						= 
sound_backup					= 
sound_detour					= 
sound_panic_human				= 
sound_panic_monster				= 
sound_tolls						= 
sound_wounded					= 
sound_need_backup				= 
sound_running_in_danger			= 
sound_walking_in_danger			= 
sound_kill_wounded				= 
sound_enemy_critically_wounded	= 
sound_enemy_killed_or_wounded	= 

sound_attack_no_allies				= 
sound_attack_allies_single_enemy	= 
sound_attack_allies_several_enemies	= 
sound_search1_no_allies				= 
sound_search1_with_allies			= 
sound_enemy_lost_no_allies			= 
sound_enemy_lost_with_allies		= 

;****************************************************makdm**********************
[pri_b306_military_captain_tarasov]:pri_a17_military_captain_tarasov
$spawn                = "respawn\pri_b306_military_captain_tarasov"
story_id = pri_b306_military_captain_tarasov
character_profile     = pri_b306_military_captain_tarasov
;*******************************************************************************

[pri_a17_military_captain_tarasov_strong]:pri_a17_military_captain_tarasov
$spawn                = "respawn\pri_a17_military_captain_tarasov_strong"
immunities_sect = stalker_immunities_strong

[pri_a17_military_prapor_valentyr]:stalker
$spawn                     = "respawn\pri_a17_military_prapor_valentyr"
story_id = pri_a17_military_prapor_valentyr
character_profile     = pri_a17_military_prapor_valentyr

sound_humming					= 
sound_alarm						= 
sound_backup					= 
sound_detour					= 
sound_panic_human				= 
sound_panic_monster				= 
sound_tolls						= 
sound_wounded					= 
sound_need_backup				= 
sound_running_in_danger			= 
sound_walking_in_danger			= 
sound_kill_wounded				= 
sound_enemy_critically_wounded	= 
sound_enemy_killed_or_wounded	= 

sound_attack_no_allies				= 
sound_attack_allies_single_enemy	= 
sound_attack_allies_several_enemies	= 
sound_search1_no_allies				= 
sound_search1_with_allies			= 
sound_enemy_lost_no_allies			= 
sound_enemy_lost_with_allies		= 

[pri_a17_military_prapor_valentyr_strong]:pri_a17_military_prapor_valentyr
$spawn                     = "respawn\pri_a17_military_prapor_valentyr_strong"
immunities_sect = stalker_immunities_strong

[pri_a17_military_sergeant_morozov]:stalker
$spawn                     = "respawn\pri_a17_military_sergeant_morozov"
story_id = pri_a17_military_sergeant_morozov
character_profile     = pri_a17_military_sergeant_morozov

sound_humming					= 
sound_alarm						= 
sound_backup					= 
sound_detour					= 
sound_panic_human				= 
sound_panic_monster				= 
sound_tolls						= 
sound_wounded					= 
sound_need_backup				= 
sound_running_in_danger			= 
sound_walking_in_danger			= 
sound_kill_wounded				= 
sound_enemy_critically_wounded	= 
sound_enemy_killed_or_wounded	= 

sound_attack_no_allies				= 
sound_attack_allies_single_enemy	= 
sound_attack_allies_several_enemies	= 
sound_search1_no_allies				= 
sound_search1_with_allies			= 
sound_enemy_lost_no_allies			= 
sound_enemy_lost_with_allies		= 


[pri_a17_military_lieutenant_podorojniy]:stalker
$spawn                     = "respawn\pri_a17_military_lieutenant_podorojniy"
story_id = pri_a17_military_lieutenant_podorojniy
character_profile     = pri_a17_military_lieutenant_podorojniy

sound_humming					= 
sound_alarm						= 
sound_backup					= 
sound_detour					= 
sound_panic_human				= 
sound_panic_monster				= 
sound_tolls						= 
sound_wounded					= 
sound_need_backup				= 
sound_running_in_danger			= 
sound_walking_in_danger			= 
sound_kill_wounded				= 
sound_enemy_critically_wounded	= 
sound_enemy_killed_or_wounded	= 

sound_attack_no_allies				= 
sound_attack_allies_single_enemy	= 
sound_attack_allies_several_enemies	= 
sound_search1_no_allies				= 
sound_search1_with_allies			= 
sound_enemy_lost_no_allies			= 
sound_enemy_lost_with_allies		= 

[pri_a17_military_lieutenant_podorojniy_strong]:pri_a17_military_lieutenant_podorojniy
$spawn                     = "respawn\pri_a17_military_lieutenant_podorojniy_strong"
immunities_sect = stalker_immunities_strong

[pri_a17_monolith_patrol_1]:stalker
$spawn                     = "respawn\pri_a17_monolith_patrol_1"
character_profile          = sim_default_monolith_1
story_id = pri_a17_monolith_patrol_1

[pri_a17_monolith_patrol_2]:stalker
$spawn                     = "respawn\pri_a17_monolith_patrol_2"
character_profile          = sim_default_monolith_1
story_id = pri_a17_monolith_patrol_2

[pri_a17_monolith_patrol_lead]:stalker
$spawn                     = "respawn\pri_a17_monolith_patrol_lead"
character_profile          = sim_default_monolith_1
story_id = pri_a17_monolith_patrol_lead

[pri_a17_monolith_preacher]:stalker_silent
$spawn                     = "respawn\pri_a17_monolith_preacher"
character_profile          = pri_a17_monolith_preacher
story_id = pri_a17_monolith_preacher

random_death_animations = ragdoll_sniper_body_front_2
kill_enertion           =
kill_burst				=
kill_shortgun	        =
kill_headshot			=
kill_sniper_headshot	=
kill_sniper_body		=
kill_grenade            =

[pri_a17_monolith_ambusher_1]:stalker
$spawn                     = "respawn\pri_a17_monolith_ambusher_1"
character_profile          = sim_default_monolith_1

[pri_a17_monolith_ambusher_2]:stalker
$spawn                     = "respawn\pri_a17_monolith_ambusher_2"
character_profile          = sim_default_monolith_2

[pri_a17_monolith_ambusher_3]:stalker
$spawn                     = "respawn\pri_a17_monolith_ambusher_3"
character_profile          = sim_default_monolith_3

[pri_a17_monolith_ambusher_4]:stalker
$spawn                     = "respawn\pri_a17_monolith_ambusher_4"
character_profile          = sim_default_monolith_1

[pri_a17_monolith_ambusher_5]:stalker
$spawn                     = "respawn\pri_a17_monolith_ambusher_5"
character_profile          = sim_default_monolith_2

[pri_a17_monolith_ambusher_6]:stalker
$spawn                     = "respawn\pri_a17_monolith_ambusher_6"
character_profile          = sim_default_monolith_2

[pri_a17_monolith_ambusher_7]:stalker
$spawn                     = "respawn\pri_a17_monolith_ambusher_7"
character_profile          = sim_default_monolith_3

[pri_a17_monolith_ambusher_8]:stalker
$spawn                     = "respawn\pri_a17_monolith_ambusher_8"
character_profile          = sim_default_monolith_2

[pri_a17_monolith_ambusher_9]:stalker
$spawn                     = "respawn\pri_a17_monolith_ambusher_9"
character_profile          = sim_default_monolith_1

[pri_a17_monolith_ambusher_10]:stalker
$spawn                     = "respawn\pri_a17_monolith_ambusher_10"
character_profile          = sim_default_monolith_2

[pri_a17_monolith_sniper_1]:stalker
$spawn                     = "respawn\pri_a17_monolith_sniper_1"
character_profile          = sim_default_monolith_3

[pri_a17_monolith_sniper_2]:stalker
$spawn                     = "respawn\pri_a17_monolith_sniper_2"
character_profile          = pas_b400_monolith_sniper

[pri_a17_monolith_sniper_3]:stalker
$spawn                     = "respawn\pri_a17_monolith_sniper_3"
character_profile          = pas_b400_monolith_sniper

[pri_a17_monolith_sniper_4]:stalker
$spawn                     = "respawn\pri_a17_monolith_sniper_4"
character_profile          = pas_b400_monolith_sniper

[pri_a15_military_recon_leader]:stalker
$spawn                     = "respawn\pri_a15_military_recon_leader"
character_profile          = pri_a15_military_recon_leader
story_id = pri_a15_military_recon_leader

[pri_a15_military_recon_1]:stalker
$spawn                     = "respawn\pri_a15_military_recon_1"
character_profile          = pri_a15_military_recon_1
story_id = pri_a15_military_recon_1

[pri_a15_military_recon_2]:stalker
$spawn                     = "respawn\pri_a15_military_recon_2"
character_profile          = pri_a15_military_recon_2
story_id = pri_a15_military_recon_2

[pri_a15_military_recon_3]:stalker
$spawn                     = "respawn\pri_a15_military_recon_3"
character_profile          = pri_a15_military_recon_3
story_id = pri_a15_military_recon_3

[pri_a20_cutscene_actor_squad]:actor_visual_stalker
$spawn                     = "respawn\pri_a20_cutscene_actor_squad"
custom_data			= scripts\pripyat\pri_a20_cutscene_actor_squad.ltx
story_id = pri_a20_cutscene_actor_squad
set_visual 			= actor_visual

[pri_a15_sokolov]:stalker_silent
$spawn                     = "respawn\pri_a15_sokolov"
character_profile     = pri_a15_sokolov
story_id = pri_a15_sokolov

[pri_a15_sokolov_sci]:stalker_silent
$spawn                     = "respawn\pri_a15_sokolov_sci"
character_profile     = pri_a15_sokolov_sci
story_id = pri_a15_sokolov_sci

[pri_a15_sokolov_sci_head]:stalker_silent
$spawn                     = "respawn\pri_a15_sokolov_sci_head"
character_profile     = pri_a15_sokolov_sci_head
story_id = pri_a15_sokolov_sci_head

[pri_a15_sokolov_sci_head_strong]:pri_a15_sokolov_sci_head
$spawn                     = "respawn\pri_a15_sokolov_sci_head_strong"
immunities_sect = stalker_immunities_strong

[pri_a18_cutscene_actor]:actor_visual_stalker
$spawn                     = "respawn\pri_a18_cutscene_actor"
custom_data			= scripts\pripyat\pri_a18_cutscene_actor.ltx
story_id = pri_a18_cutscene_actor
set_visual 			= actor_visual

[pri_a18_monolith_1st_corridor_npc]:stalker
$spawn                     = "respawn\pri_a18_monolith_1st_corridor_npc"
character_profile     = sim_default_monolith_1
community = monolith
story_id = pri_a18_monolith_1st_corridor_npc

[pri_a18_monolith_2nd_corridor_1]:stalker
$spawn                     = "respawn\pri_a18_monolith_2nd_corridor_1"
character_profile     = sim_default_monolith_1
community = monolith
story_id = pri_a18_monolith_2nd_corridor_1

[pri_a21_sentry_lieutenant_stecenko]:stalker
$spawn                     = "respawn\pri_a21_sentry_lieutenant_stecenko"
story_id = pri_a21_chasovoi_target
character_profile     = pri_a21_sentry_lieutenant_stecenko
sound_death = 

[pri_a21_cutscene_actor]:actor_visual_stalker
$spawn                     = "respawn\pri_a21_cutscene_actor"
custom_data			= scripts\pripyat\pri_a21_cutscene_actor.ltx
story_id = pri_a21_cutscene_actor
set_visual 			= actor_visual

[pri_a22_military_yarmoshuk]:stalker
$spawn                     = "respawn\pri_a22_military_yarmoshuk"
character_profile     = pri_a22_military_yarmoshuk
story_id = pri_a22_military_yarmoshuk

[pri_a22_military_skelja]:stalker
$spawn                     = "respawn\pri_a22_military_skelja"
character_profile     = pri_a22_military_skelja
story_id = pri_a22_military_skelja

[pri_a22_military_skelja_strong]:pri_a22_military_skelja
$spawn = "respawn\pri_a22_military_skelja_strong"
immunities_sect = stalker_immunities_strong

[pri_a22_military_merkulov]:stalker
$spawn                     = "respawn\pri_a22_military_merkulov"
character_profile     = pri_a22_military_merkulov
story_id = pri_a22_military_merkulov

[pri_a22_military_merkulov_strong]:pri_a22_military_merkulov
$spawn = "respawn\pri_a22_military_merkulov_strong"
immunities_sect = stalker_immunities_strong


;-----------------------------------
[pri_a22_cutscene_actor_give_task]:actor_visual_stalker
$spawn                     = "respawn\pri_a22_cutscene_actor_give_task"
custom_data			= scripts\pripyat\pri_a22_cutscene_actor_give_task.ltx
story_id = pri_a22_cutscene_actor_give_task
set_visual 			= actor_visual

[pri_a22_cutscene_actor_find_squad]:actor_visual_stalker
$spawn                     = "respawn\pri_a22_cutscene_actor_find_squad"
custom_data			= scripts\pripyat\pri_a22_cutscene_actor_find_squad.ltx
story_id = pri_a22_cutscene_actor_find_squad
set_visual 			= actor_visual

[pri_a25_base_medic]:stalker_silent
$spawn                     = "respawn\pri_a25_base_medic"
character_profile     = pri_a25_army_medic
story_id = pri_a25_base_medic

[pri_a25_base_medic_strong]:pri_a25_base_medic
$spawn                     = "respawn\pri_a25_base_medic_strong"
immunities_sect = stalker_immunities_strong

[pri_a25_cutscene_actor]:actor_visual_stalker
$spawn                     = "respawn\pri_a25_cutscene_actor"
custom_data			= scripts\pripyat\pri_a25_cutscene_actor.ltx
story_id = pri_a25_cutscene_actor
set_visual 			= actor_visual

;-----------------------------------------------------------------
;	Pripyat B306
;-----------------------------------------------------------------

[pri_b306_envoy]:stalker
$spawn                     = "respawn\pri_b306_envoy"
character_profile     = pri_b306_envoy
spec_rank = novice
story_id = pri_b306_envoy


;-----------------------------------------------------------------
;	Pripyat A15
;-----------------------------------------------------------------

[pri_a15_actor]:stalker_silent
$spawn                     = "respawn\pri_a15_actor"
character_profile     = pri_a15_actor
spec_rank = novice
story_id = pri_a15_actor
set_visual 			= actor_visual

[pri_a15_vano]:stalker_silent
$spawn                     = "respawn\pri_a15_vano"
character_profile     = pri_a15_vano
spec_rank = novice
story_id = pri_a15_vano

[pri_a15_sokolov_scene]:stalker_silent
$spawn                     = "respawn\pri_a15_sokolov_scene"
character_profile     = pri_a15_sokolov_scene
spec_rank = novice
story_id = pri_a15_sokolov_scene

[pri_a15_zulus]:stalker_silent
$spawn                     = "respawn\pri_a15_zulus"
character_profile     = pri_a15_zulus
spec_rank = novice
story_id = pri_a15_zulus

[pri_a15_wanderer]:stalker_silent
$spawn                     = "respawn\pri_a15_wanderer"
character_profile     = pri_a15_wanderer
spec_rank = novice
story_id = pri_a15_wanderer

[pri_a15_military_tarasov]:stalker_silent
$spawn                     = "respawn\pri_a15_military_tarasov"
character_profile     = pri_a15_military_tarasov
spec_rank = novice
story_id = pri_a15_military_tarasov

[pri_a15_military_2]:stalker_silent
$spawn                     = "respawn\pri_a15_military_2"
character_profile     = pri_a15_military_2
spec_rank = novice
story_id = pri_a15_military_2

[pri_a15_military_3]:stalker_silent
$spawn                     = "respawn\pri_a15_military_3"
character_profile     = pri_a15_military_3
spec_rank = novice
story_id = pri_a15_military_3

[pri_a15_military_4]:stalker_silent
$spawn                     = "respawn\pri_a15_military_4"
character_profile     = pri_a15_military_4
spec_rank = novice
story_id = pri_a15_military_4

;-----------------------------------------------------------------
;	Pripyat B35
;-----------------------------------------------------------------

[pri_a22_army_signaller]:stalker
$spawn                     = "respawn\pri_a22_army_signaller"
character_profile     = pri_a22_army_signaller
spec_rank = novice
story_id = pri_a22_army_signaller

[pri_a22_army_signaller_strong]:pri_a22_army_signaller
$spawn                     = "respawn\pri_a22_army_signaller_strong"
immunities_sect = stalker_immunities_strong

[pri_b35_merc_leader]:stalker
$spawn                     = "respawn\pri_b35_merc_leader"
character_profile     = pri_b35_merc_leader
spec_rank = novice
story_id = pri_b35_merc_leader

[pri_b35_merc_grenade_launcher_1]:stalker
$spawn                     = "respawn\pri_b35_merc_grenade_launcher_1"
character_profile     = pri_b35_merc_grenade_launcher_1
spec_rank = novice

[pri_b35_merc_grenade_launcher_2]:stalker
$spawn                     = "respawn\pri_b35_merc_grenade_launcher_2"
character_profile     = pri_b35_merc_grenade_launcher_2
spec_rank = novice

[pri_b35_envoy]:stalker
$spawn                     = "respawn\pri_b35_envoy"
character_profile     = pri_b35_envoy
spec_rank = novice
story_id = pri_b35_envoy

[pri_b35_guard_envoy_1]:stalker
$spawn                     = "respawn\pri_b35_guard_envoy_1"
character_profile     = pri_b35_guard_envoy_1
spec_rank = master

[pri_b35_guard_envoy_2]:stalker
$spawn                     = "respawn\pri_b35_guard_envoy_2"
character_profile     = pri_b35_guard_envoy_2
spec_rank = master

[pri_b36_monolith_sniper]:stalker
$spawn                     = "respawn\pri_b36_monolith_sniper"
character_profile     = pri_b36_monolith_sniper
spec_rank = master
;story_id = pri_b36_monolith_sniper

[pri_b36_monolith_master_hiding_place]:stalker
$spawn                     = "respawn\pri_b36_monolith_master_hiding_place"
character_profile     = pri_b36_monolith_master_hiding_place
spec_rank = master
;story_id = pri_b36_monolith_master_hiding_place
;sound_death						= ;fight\death\death_
;sound_anomaly_death				= ;fight\death\anomaly_
;sound_hit						= ;fight\hit\hit_
;sound_humming					= ;states\idle\idle_
sound_alarm						= ;fight\enemy\enemy_
;sound_backup					= ;fight\backup\backup_,fight\threat\threat_close_
;sound_detour					= ;fight\detour\detour_,fight\fire\fire_,fight\threat\threat_close_
;sound_friendly_fire				= ;fight\friendly_fire\friendly_fire_
;sound_panic_human				= ;states\panic_human\panic_human_
;sound_panic_monster				= ;states\panic_monster\panic_monster_
;sound_tolls						= ;fight\tolls\tolls_
;sound_grenade_alarm				= ;fight\grenade\grenade_
;sound_friendly_grenade_alarm	= ;fight\friendly_grenade\friendly_grenade_
sound_need_backup				= ;fight\cover_fire\cover_fire_
;sound_running_in_danger			= ;states\breath\breath_1
;sound_walking_in_danger			= ;states\breath\breath_2
;sound_kill_wounded				= ;help\wounded\kill_wounded_
;sound_enemy_critically_wounded	= ;fight\enemy_hit\enemy_hit_
;sound_enemy_killed_or_wounded	= ;fight\enemy_down\enemy_down_

;sound_attack_no_allies				= ;fight\fire\fire_,fight\threat\threat_distant_
;sound_attack_allies_single_enemy	= ;fight\attack\attack_,fight\attack\attack_one_,fight\fire\fire_
;sound_attack_allies_several_enemies	= ;fight\attack\attack_,fight\attack\attack_many_,fight\fire\fire_
;sound_search1_no_allies				= ;fight\threat\threat_distant_
;sound_search1_with_allies			= ;fight\searching_enemy\search_,fight\searching_enemy\enemy_lost_
;sound_throw_grenade					= ;fight\grenade\grenade_ready_


[pri_b36_monolith_marine_sniper]:stalker
$spawn                     = "respawn\pri_b36_monolith_marine_sniper"
character_profile     = pri_b36_monolith_marine_sniper
spec_rank = master
;story_id = pri_b36_monolith_marine_sniper

[pri_b305_actor_visual]:actor_visual_stalker
$spawn				= "respawn\pri_b305_actor_visual"
set_visual 			= actor_visual
custom_data			= scripts\pripyat\pri_b305_actor_visual_logic.ltx
story_id = pri_b305_actor_visual

[pri_b305_actor_visual_2]:actor_visual_stalker
$spawn				= "respawn\pri_b305_actor_visual_2"
set_visual 			= actor_visual
custom_data			= scripts\pripyat\pri_b305_actor_visual_2_logic.ltx
story_id = pri_b305_actor_visual_2

[pri_b305_actor_visual_3]:actor_visual_stalker
$spawn				= "respawn\pri_b305_actor_visual_3"
set_visual 			= actor_visual
custom_data			= scripts\pripyat\pri_b305_actor_visual_3_logic.ltx
story_id = pri_b305_actor_visual_3

[pri_b305_actor_visual_4]:actor_visual_stalker
$spawn				= "respawn\pri_b305_actor_visual_4"
set_visual 			= actor_visual
custom_data			= scripts\pripyat\pri_b305_actor_visual_4_logic.ltx
story_id = pri_b305_actor_visual_4

[pri_b305_actor_visual_5]:actor_visual_stalker
$spawn				= "respawn\pri_b305_actor_visual_5"
set_visual 			= actor_visual
custom_data			= scripts\pripyat\pri_b305_actor_visual_5_logic.ltx
story_id = pri_b305_actor_visual_5

[pri_b305_strelok]:stalker_silent
$spawn				= "respawn\pri_b305_strelok"
character_profile     = pri_b305_strelok
spec_rank = master
story_id = pri_b305_strelok

[pri_b305_strelok_strong]:pri_b305_strelok
$spawn				= "respawn\pri_b305_strelok_strong"
immunities_sect = stalker_immunities_strong

[pri_b305_signal_man]:stalker_silent
$spawn				= "respawn\pri_b305_signal_man"
character_profile     = pri_b305_strelok
custom_data			= scripts\pripyat\pri_b305_signal_man.ltx
story_id = pri_b305_signal_man

[pri_a28_evac_com]:stalker
$spawn				= "respawn\pri_a28_evac_com"
character_profile     = pri_a28_evac_com
story_id = pri_a28_evac_com

[pri_a28_cutscene_commander]:stalker
$spawn				= "respawn\pri_a28_cutscene_commander"
character_profile     = pri_a28_evac_com
custom_data = scripts\evac\pri_a28_cutscene_commander.ltx
story_id = pri_a28_cutscene_commander

[pri_a28_cutscene_strelok]:stalker_silent
$spawn				= "respawn\pri_a28_cutscene_strelok"
character_profile     = pri_b305_strelok
custom_data = scripts\evac\pri_a28_cutscene_strelok.ltx
story_id = pri_a28_cutscene_strelok

[pri_a28_cutscene_actor]:actor_visual_stalker
$spawn = "respawn\pri_a28_cutscene_actor"
custom_data = scripts\evac\pri_a28_cutscene_actor.ltx
story_id = pri_a28_cutscene_actor
set_visual 			= actor_visual

[pri_a28_cutscene_actor_base]:actor_visual_stalker
$spawn = "respawn\pri_a28_cutscene_actor_base"
custom_data = scripts\pripyat\pri_a28_cutscene_actor_base.ltx
story_id = pri_a28_cutscene_actor_base
set_visual 			= actor_visual

;a16 - on base
[pri_a16_wanderer_dolg_npc]:stalker_silent
$spawn                     = "respawn\pri_a16_wanderer_dolg_npc"
character_profile     = jup_b4_monolith_squad_leader_duty_mon_skin

[pri_a16_wanderer_freedom_npc]:stalker_silent
$spawn                     = "respawn\pri_a16_wanderer_freedom_npc"
character_profile     = jup_b4_monolith_squad_leader_freedom_mon_skin

[sim_default_stalker_pri_a16]:stalker
$spawn                     = "respawn\sim_default_stalker_pri_a16"
character_profile     = sim_default_stalker_pri_a16
spec_rank = master
community = stalker


[stalker_promo_1_1]:stalker
$spawn                     = "respawn\stalker_promo_1_1"
character_profile     = stalker_promo_1
custom_data			= scripts\pripyat\stalker_promo_1_1.ltx
story_id = stalker_promo_1_1

[stalker_promo_2_1]:stalker
$spawn                     = "respawn\stalker_promo_2_1"
character_profile     = stalker_promo_2
custom_data			= scripts\pripyat\stalker_promo_2_1.ltx
story_id = stalker_promo_2_1

[stalker_promo_3_1]:stalker
$spawn                     = "respawn\stalker_promo_3_1"
character_profile     = stalker_promo_3
custom_data			= scripts\pripyat\stalker_promo_3_1.ltx
story_id = stalker_promo_3_1

[stalker_promo_4_1]:stalker
$spawn                     = "respawn\stalker_promo_4_1"
character_profile     = stalker_promo_4
custom_data			= scripts\pripyat\stalker_promo_4_1.ltx
story_id = stalker_promo_4_1



[stalker_promo_1_2]:stalker
$spawn                     = "respawn\stalker_promo_1_2"
character_profile     = stalker_promo_4
custom_data			= scripts\pripyat\stalker_promo_1_2.ltx
story_id = stalker_promo_1_2

[stalker_promo_2_2]:stalker
$spawn                     = "respawn\stalker_promo_2_2"
character_profile     = stalker_promo_4
custom_data			= scripts\pripyat\stalker_promo_2_2.ltx
story_id = stalker_promo_2_2

[stalker_promo_3_2]:stalker
$spawn                     = "respawn\stalker_promo_3_2"
character_profile     = stalker_promo_4
custom_data			= scripts\pripyat\stalker_promo_3_2.ltx
story_id = stalker_promo_3_2

[stalker_promo_4_2]:stalker
$spawn                     = "respawn\stalker_promo_4_2"
character_profile     = stalker_promo_4
custom_data			= scripts\pripyat\stalker_promo_4_2.ltx
story_id = stalker_promo_4_2
