add game&rawdata
This commit is contained in:
parent
0133cd976c
commit
49b34b5546
45731 changed files with 709831 additions and 0 deletions
107
gamedata/configs/scripts/jupiter/jup_b203_zombied.ltx
Normal file
107
gamedata/configs/scripts/jupiter/jup_b203_zombied.ltx
Normal file
|
|
@ -0,0 +1,107 @@
|
|||
[logic@work_1]
|
||||
active = walker@zombied_1
|
||||
suitable = {=target_squad_name(jup_b203_zombied_squad)} true
|
||||
prior = 200
|
||||
|
||||
[walker@zombied_1]
|
||||
path_walk = zombied_1_1_walk
|
||||
path_look = zombied_1_1_look
|
||||
out_restr = jup_b203_zombied_restr_1
|
||||
def_state_standing = guard_na
|
||||
sound_idle = state
|
||||
combat_ignore_cond = = {=check_enemy_name(sim_default)} true
|
||||
|
||||
;------------------------- 2 ------------------------------
|
||||
|
||||
[logic@work_2]
|
||||
active = walker@zombied_2
|
||||
suitable = {=target_squad_name(jup_b203_zombied_squad)} true
|
||||
prior = 200
|
||||
|
||||
[walker@zombied_2]
|
||||
path_walk = zombied_2_1_walk
|
||||
path_look = zombied_2_1_look
|
||||
out_restr = jup_b203_zombied_restr_1
|
||||
def_state_standing = guard_na
|
||||
sound_idle = state
|
||||
combat_ignore_cond = = {=check_enemy_name(sim_default)} true
|
||||
|
||||
;------------------------- 3 ------------------------------
|
||||
|
||||
[logic@work_3]
|
||||
active = walker@zombied_3
|
||||
suitable = {=target_squad_name(jup_b203_zombied_squad)} true
|
||||
prior = 200
|
||||
on_hit = hit_3
|
||||
|
||||
[walker@zombied_3]
|
||||
path_walk = zombied_3_1_walk
|
||||
path_look = zombied_3_1_look
|
||||
out_restr = jup_b203_zombied_restr_2
|
||||
def_state_standing = guard_na
|
||||
sound_idle = state
|
||||
combat_ignore_cond = {=is_enemy_actor -jup_b203_damaged_room_1} true, {=check_enemy_name(sim_default)} true
|
||||
on_info = {=actor_in_zone(jup_b203_zombied_restr_1) -jup_b203_damaged_room_1} %+jup_b203_damaged_room_1%
|
||||
|
||||
[hit_3]
|
||||
on_info = {=hit_by_actor -jup_b203_damaged_room_1} %+jup_b203_damaged_room_1%
|
||||
|
||||
;------------------------- 4 ------------------------------
|
||||
|
||||
[logic@work_4]
|
||||
active = walker@zombied_4
|
||||
suitable = {=target_squad_name(jup_b203_zombied_squad)} true
|
||||
prior = 200
|
||||
on_hit = hit_4
|
||||
|
||||
[walker@zombied_4]
|
||||
path_walk = zombied_4_1_walk
|
||||
path_look = zombied_4_1_look
|
||||
out_restr = jup_b203_zombied_restr_2
|
||||
def_state_standing = guard_na
|
||||
sound_idle = state
|
||||
combat_ignore_cond = {=is_enemy_actor -jup_b203_damaged_room_1} true, {=check_enemy_name(sim_default)} true
|
||||
on_info = {=actor_in_zone(jup_b203_zombied_restr_1) -jup_b203_damaged_room_1} %+jup_b203_damaged_room_1%
|
||||
|
||||
[hit_4]
|
||||
on_info = {=hit_by_actor -jup_b203_damaged_room_1} %+jup_b203_damaged_room_1%
|
||||
|
||||
;------------------------- 5 ------------------------------
|
||||
|
||||
[logic@work_5]
|
||||
active = walker@zombied_5
|
||||
suitable = {=target_squad_name(jup_b203_zombied_squad)} true
|
||||
prior = 200
|
||||
on_hit = hit_5
|
||||
|
||||
[walker@zombied_5]
|
||||
path_walk = zombied_5_1_walk
|
||||
path_look = zombied_5_1_look
|
||||
out_restr = jup_b203_zombied_restr_2
|
||||
def_state_standing = guard_na
|
||||
sound_idle = state
|
||||
combat_ignore_cond = {=is_enemy_actor -jup_b203_damaged_room_1} true, {=check_enemy_name(sim_default)} true
|
||||
on_info = {=actor_in_zone(jup_b203_zombied_restr_1) -jup_b203_damaged_room_1} %+jup_b203_damaged_room_1%
|
||||
|
||||
[hit_5]
|
||||
on_info = {=hit_by_actor -jup_b203_damaged_room_1} %+jup_b203_damaged_room_1%
|
||||
|
||||
;------------------------- 6 ------------------------------
|
||||
|
||||
[logic@work_6]
|
||||
active = walker@zombied_6
|
||||
suitable = {=target_squad_name(jup_b203_zombied_squad)} true
|
||||
prior = 200
|
||||
on_hit = hit_6
|
||||
|
||||
[walker@zombied_6]
|
||||
path_walk = zombied_6_1_walk
|
||||
path_look = zombied_6_1_look
|
||||
out_restr = jup_b203_zombied_restr_3
|
||||
def_state_standing = guard_na
|
||||
sound_idle = state
|
||||
combat_ignore_cond = {=is_enemy_actor -jup_b203_damaged_room_2} true, {=check_enemy_name(sim_default)} true
|
||||
on_info = {=actor_in_zone(jup_b203_zombied_restr_2) -jup_b203_damaged_room_2} %+jup_b203_damaged_room_2%
|
||||
|
||||
[hit_6]
|
||||
on_info = {=hit_by_actor -jup_b203_damaged_room_2} %+jup_b203_damaged_room_2%
|
||||
Loading…
Add table
Add a link
Reference in a new issue