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89
gamedata/configs/scripts/evac/pri_a28_evac_squad.ltx
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89
gamedata/configs/scripts/evac/pri_a28_evac_squad.ltx
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#include "pri_a28_general.ltx"
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[logic@pri_a28_evac_military_1]
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active = camper@pri_a28_evac_military_1_wait
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suitable = {+pri_b305_fifth_cam_end =check_npc_name(pri_a28_evac_com)} true, {+pri_b305_fifth_cam_end !is_alive(pri_a28_evac_com) =target_squad_name(pri_a28_evac_squad) =is_squad_commander} true
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prior = 200
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post_combat_time = 0,0
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[camper@pri_a28_evac_military_1_wait]:walker@ignore
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path_walk = evac_military_1_walk
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path_look = evac_military_1_look
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def_state_standing = hide_na
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out_restr = pri_a28_scene_end_zone
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invulnerable = true
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on_info = {+pri_a28_squad_dead} camper@pri_a28_evac_military_1 %=clear_smart_terrain(pri_sim_2) +pri_a28_evac_squad_active%
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on_info2 = {=dist_to_actor_le(150)} camper@pri_a28_evac_military_1 %=clear_smart_terrain(pri_sim_2) +pri_a28_evac_squad_active%
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on_info3 = {+pri_a28_evac_done} camper@pri_a28_evac_military_1 %=clear_smart_terrain(pri_sim_2) +pri_a28_evac_squad_active%
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[camper@pri_a28_evac_military_1]:walker@fight
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path_walk = evac_military_1_walk
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path_look = evac_military_1_look
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def_state_standing = hide_na
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out_restr = pri_a28_scene_end_zone
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on_info = {+pri_a28_evac_come_close} %=play_sound(pri_a28_evac_come_close)%
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on_info2 = {+pri_a28_evac_com_to_helicopter} %=play_sound(pri_a28_evac_com_to_helicopter)%
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on_signal = sound_end | {-pri_a28_evac_come_close_done} %+pri_a28_evac_come_close_done%
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[logic@pri_a28_evac_military_2]
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active = camper@pri_a28_evac_military_2_wait
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suitable = {+pri_b305_fifth_cam_end =target_squad_name(pri_a28_evac_squad) !check_npc_name(pri_a28_evac_com)} true, {+pri_b305_fifth_cam_end !is_alive(pri_a28_evac_com) =target_squad_name(pri_a28_evac_squad) !is_squad_commander} true
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prior = 200
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post_combat_time = 0,0
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[camper@pri_a28_evac_military_2_wait]:walker@ignore
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path_walk = evac_military_2_walk
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path_look = evac_military_2_look
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def_state_standing = hide_na
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out_restr = pri_a28_scene_end_zone
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on_info = {+pri_a28_evac_squad_active} camper@pri_a28_evac_military_2
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[camper@pri_a28_evac_military_2]:walker@fight
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path_walk = evac_military_2_walk
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path_look = evac_military_2_look
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def_state_standing = hide_na
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out_restr = pri_a28_scene_end_zone
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[logic@pri_a28_evac_military_3]
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active = camper@pri_a28_evac_military_3_wait
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suitable = {+pri_b305_fifth_cam_end =target_squad_name(pri_a28_evac_squad) !check_npc_name(pri_a28_evac_com)} true, {+pri_b305_fifth_cam_end !is_alive(pri_a28_evac_com) =target_squad_name(pri_a28_evac_squad) !is_squad_commander} true
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prior = 200
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post_combat_time = 0,0
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[camper@pri_a28_evac_military_3_wait]:walker@ignore
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path_walk = evac_military_3_walk
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path_look = evac_military_3_look
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def_state_standing = hide_na
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out_restr = pri_a28_scene_end_zone
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on_info = {+pri_a28_evac_squad_active} camper@pri_a28_evac_military_3
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[camper@pri_a28_evac_military_3]:walker@fight
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path_walk = evac_military_3_walk
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path_look = evac_military_3_look
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def_state_standing = hide_na
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out_restr = pri_a28_scene_end_zone
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[logic@pri_a28_evac_military_4]
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active = camper@pri_a28_evac_military_4_wait
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suitable = {+pri_b305_fifth_cam_end =target_squad_name(pri_a28_evac_squad) !check_npc_name(pri_a28_evac_com)} true, {+pri_b305_fifth_cam_end !is_alive(pri_a28_evac_com) =target_squad_name(pri_a28_evac_squad) !is_squad_commander} true
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prior = 200
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post_combat_time = 0,0
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[camper@pri_a28_evac_military_4_wait]:walker@ignore
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path_walk = evac_military_4_walk
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path_look = evac_military_4_look
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def_state_standing = hide_na
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out_restr = pri_a28_scene_end_zone
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on_info = {+pri_a28_evac_squad_active} camper@pri_a28_evac_military_4
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[camper@pri_a28_evac_military_4]:walker@fight
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path_walk = evac_military_4_walk
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path_look = evac_military_4_look
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def_state_standing = hide_na
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out_restr = pri_a28_scene_end_zone
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