add game&rawdata

This commit is contained in:
Vasily Petrov 2026-06-17 23:06:51 +03:00
parent 0133cd976c
commit 49b34b5546
45731 changed files with 709831 additions and 0 deletions

View file

@ -0,0 +1,560 @@
;Mercs with (M)organ
[logic@jup_b207_depot_merc_leader]
active = walker@merc_leader_stand
suitable = {=check_npc_name(zat_b7_duty_illicit_dealer)} true
prior = 200
on_combat = combat
[combat]
on_info = {-jup_b207_morgan_ambush} %+jup_b207_morgan_ambush%
[walker@merc_leader_stand]
path_walk = merc_leader_walk
path_look = merc_leader_look
on_info = {+jup_b207_morgan_ambush} camper@merc_leader_hide
combat_ignore_cond = {=check_enemy_name(sim_default_killer)} true, false
[camper@merc_leader_hide]
path_walk = merc_4_walk
path_look = merc_4_look
no_retreat = true
radius = 0
def_state_standing = hide_na
combat_ignore_cond = {=check_enemy_name(sim_default_killer)} true, false
[logic@jup_b207_merc_1]
active = walker@merc_1
suitable = {!check_npc_name(zat_b7_duty_illicit_dealer) =target_squad_name(jup_b207_zat_b7_duty_illicit_dealer_depot)} true
prior = 200
on_combat = combat
[walker@merc_1]
path_walk = merc_1_walk
path_look = merc_1_look
def_state_standing = hide_na
on_info = {+jup_b207_morgan_ambush} camper@merc_1
combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer)} true, false
[camper@merc_1]
path_walk = merc_1_attack_walk
path_look = merc_5_look
def_state_moving = sneak_run
def_state_moving_fire = sneak_fire
radius = 0
no_retreat = true
on_signal = path_end | walker@merc_1_attack
combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer)} true, false
[walker@merc_1_attack]
path_walk = merc_1_attack_walk
path_look = merc_5_look
combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer)} true, false
[logic@jup_b207_merc_2]
active = walker@merc_2
suitable = {!check_npc_name(zat_b7_duty_illicit_dealer) =target_squad_name(jup_b207_zat_b7_duty_illicit_dealer_depot)} true
prior = 200
on_combat = combat
[walker@merc_2]
path_walk = merc_2_walk
path_look = merc_2_look
def_state_standing = hide_na
on_info = {+jup_b207_morgan_ambush} camper@merc_2
combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer)} true, false
[camper@merc_2]
path_walk = merc_2_attack_walk
path_look = merc_5_look
def_state_moving = sneak_run
def_state_moving_fire = sneak_fire
radius = 0
no_retreat = true
on_signal = path_end | walker@merc_2_attack
combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer)} true, false
[walker@merc_2_attack]
path_walk = merc_2_attack_walk
path_look = merc_5_look
combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer)} true, false
[logic@jup_b207_merc_3]
active = walker@merc_3
suitable = {!check_npc_name(zat_b7_duty_illicit_dealer) =target_squad_name(jup_b207_zat_b7_duty_illicit_dealer_depot)} true
prior = 200
on_combat = combat
[walker@merc_3]
path_walk = merc_3_walk
path_look = merc_3_look
def_state_standing = hide_na
on_info = {+jup_b207_morgan_ambush} camper@merc_3
combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer)} true, false
[camper@merc_3]
path_walk = merc_3_attack_walk
path_look = merc_5_look
def_state_moving = sneak_run
def_state_moving_fire = sneak_fire
radius = 0
no_retreat = true
on_signal = path_end | walker@merc_3_attack
combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer)} true, false
[walker@merc_3_attack]
path_walk = merc_3_attack_walk
path_look = merc_5_look
combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer)} true, false
[logic@jup_b207_merc_4]
active = walker@merc_4
suitable = {!check_npc_name(zat_b7_duty_illicit_dealer) =target_squad_name(jup_b207_zat_b7_duty_illicit_dealer_depot)} true
prior = 200
on_combat = combat
[walker@merc_4]
path_walk = merc_4_walk
path_look = merc_4_look
def_state_standing = hide_na
on_info = {+jup_b207_morgan_ambush} camper@merc_4
combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer)} true, false
[camper@merc_4]
path_walk = merc_4_attack_walk
path_look = merc_5_look
def_state_moving = sneak_run
def_state_moving_fire = sneak_fire
radius = 0
no_retreat = true
on_signal = path_end | walker@merc_4_attack
combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer)} true, false
[walker@merc_4_attack]
path_walk = merc_4_attack_walk
path_look = merc_5_look
combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer)} true, false
[logic@jup_b207_merc_5]
active = camper@merc_5
suitable = {=target_squad_name(jup_b207_depot_mercs)} true
prior = 200
[camper@merc_5]
path_walk = merc_5_walk
path_look = merc_5_look
no_retreat = true
radius = 0
def_state_moving = sneak_run
def_state_moving_fire = sneak_fire
on_signal = path_end | walker@merc_5_attack
combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer)} true, false
[walker@merc_5_attack]
path_walk = merc_5_walk
combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer)} true, false
[logic@jup_b207_merc_6]
active = camper@merc_6
suitable = {=target_squad_name(jup_b207_depot_mercs)} true
prior = 200
[camper@merc_6]
path_walk = merc_6_walk
path_look = merc_6_look
no_retreat = true
radius = 0
def_state_moving = sneak_run
def_state_moving_fire = sneak_fire
on_signal = path_end | walker@merc_6_attack
combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer)} true, false
[walker@merc_6_attack]
path_walk = merc_6_walk
combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer)} true, false
;Attack depot duty squad in depot attack smart
[logic@jup_b207_duty_leader]
active = walker@duty_leader_position
suitable = {=check_npc_name(jup_b207_duty_security_squad_leader)} true
prior = 200
[walker@duty_leader_position]
path_walk = duty_leader_position_walk
path_look = duty_leader_position_look
def_state_standing = threat_na
def_state_moving = assault
on_signal = path_end | remark@duty_leader_ask
combat_ignore_cond = {=check_enemy_smart(jup_b207)} true, false
meet = no_meet
[remark@duty_leader_ask]
anim = threat_na
on_info = {=dist_to_actor_le(75)} %=play_sound(jup_b207_duty_security_squad_to_freedom_leave)%
on_signal = sound_end | remark@duty_leader_play %+jup_b207_duty_asked_to_leave%
combat_ignore_cond = {=check_enemy_smart(jup_b207)} true, false
meet = no_meet
[remark@duty_leader_play]
on_info = {+jup_b207_freedom_refused_to_leave} %=play_sound(jup_b207_duty_security_squad_to_freedom_start_attack)%; +jup_b207_attack_started%
on_signal = sound_end | %+jup_b207_attack_started%
anim = threat_na
combat_ignore_cond = {=check_enemy_smart(jup_b207)} true, false
meet = no_meet
[logic@jup_b207_duty_1]
active = walker@duty_1_position
suitable = {!check_npc_name(jup_b207_duty_security_squad_leader)} true
prior = 200
[walker@duty_1_position]
path_walk = duty_1_walk
path_look = duty_leader_position_look
def_state_standing = threat_na
combat_ignore_cond = {=check_enemy_smart(jup_b207)} true, false
meet = no_meet
[logic@jup_b207_duty_2]
active = walker@duty_2_position
suitable = {!check_npc_name(jup_b207_duty_security_squad_leader)} true
prior = 200
[walker@duty_2_position]
path_walk = duty_2_walk
path_look = duty_leader_position_look
def_state_standing = threat_na
def_state_moving = assault
combat_ignore_cond = {=check_enemy_smart(jup_b207)} true, false
meet = no_meet
[logic@jup_b207_duty_3]
active = walker@duty_3_position
suitable = {!check_npc_name(jup_b207_duty_security_squad_leader)} true
prior = 200
[walker@duty_3_position]
path_walk = duty_3_walk
path_look = duty_leader_position_look
def_state_standing = threat_na
def_state_moving = assault
combat_ignore_cond = {=check_enemy_smart(jup_b207)} true, false
meet = no_meet
[logic@jup_b207_duty_4]
active = walker@duty_4_position
suitable = {!check_npc_name(jup_b207_duty_security_squad_leader)} true
prior = 200
[walker@duty_4_position]
path_walk = duty_4_walk
path_look = duty_leader_position_look
def_state_standing = threat_na
def_state_moving = assault
combat_ignore_cond = {=check_enemy_smart(jup_b207)} true, false
meet = no_meet
[logic@jup_b207_duty_5]
active = walker@duty_5_position
suitable = {!check_npc_name(jup_b207_duty_security_squad_leader)} true
prior = 200
[walker@duty_5_position]
path_walk = duty_5_walk
path_look = duty_leader_position_look
def_state_standing = threat_na
def_state_moving = assault
combat_ignore_cond = {=check_enemy_smart(jup_b207)} true, false
meet = no_meet
;Attack depot duty squad in depot smart while attack
[logic@jup_b207_duty_leader_attack]
active = camper@merc_6
suitable = {=check_npc_name(jup_b207_duty_security_squad_leader) -jup_b207_attack_end} true
prior = 200
[logic@jup_b207_duty_1_attack]
active = camper@merc_1
suitable = {!check_npc_name(jup_b207_duty_security_squad_leader) =target_squad_name(jup_b207_duty_base) -jup_b207_attack_end} true
prior = 200
[logic@jup_b207_duty_2_attack]
active = camper@merc_2
suitable = {!check_npc_name(jup_b207_duty_security_squad_leader) =target_squad_name(jup_b207_duty_base) -jup_b207_attack_end} true
prior = 200
[logic@jup_b207_duty_3_attack]
active = camper@merc_3
suitable = {!check_npc_name(jup_b207_duty_security_squad_leader) =target_squad_name(jup_b207_duty_base) -jup_b207_attack_end} true
prior = 200
[logic@jup_b207_duty_4_attack]
active = camper@merc_4
suitable = {!check_npc_name(jup_b207_duty_security_squad_leader) =target_squad_name(jup_b207_duty_base) -jup_b207_attack_end} true
prior = 200
[logic@jup_b207_duty_5_attack]
active = camper@merc_5
suitable = {!check_npc_name(jup_b207_duty_security_squad_leader) =target_squad_name(jup_b207_duty_base) -jup_b207_attack_end} true
prior = 200
;Defence freedom squad
[logic@jup_b207_freedom_leader_defence]
active = camper@freedom_leader
suitable = {=check_npc_name(jup_b207_freedom_recon_squad_leader) -jup_b207_attack_end} true
prior = 200
[camper@freedom_leader]
path_walk = freedom_leader_walk
path_look = freedom_leader_look
no_retreat = true
def_state_moving = sneak_run
def_state_moving_fire = sneak_fire
def_state_standing = hide_na
on_info = {+jup_b207_duty_knows_about_depot} walker@guard_4_bad
on_info2 = {-jup_b207_freedom_refused_to_leave +jup_b207_duty_asked_to_leave} remark@freedom_refuse
combat_ignore_cond = {-jup_b207_attack_started =check_enemy_smart(jup_b207_depot_attack)} true, false
[remark@freedom_refuse]
anim = hide_na
on_info = %=play_sound(jup_b207_freedom_recon_squad_refuse)%
on_signal = sound_end | camper@freedom_leader %+jup_b207_freedom_refused_to_leave%
combat_ignore_cond = {-jup_b207_attack_started =check_enemy_smart(jup_b207_depot_attack)} true, false
meet = no_meet
[logic@jup_b207_freedom_1_defence]
active = walker@freedom_1
suitable = {!check_npc_name(jup_b207_freedom_recon_squad_leader) =target_squad_name(jup_b207_freedom_depot) -jup_b207_attack_end} true
prior = 200
[walker@freedom_1]
path_walk = freedom_1_walk
path_look = freedom_leader_look
def_state_standing = hide_na
on_info = {+jup_b207_duty_knows_about_depot} walker@guard_1_bad
combat_ignore_cond = {-jup_b207_attack_started =check_enemy_smart(jup_b207_depot_attack)} true, false
[logic@jup_b207_freedom_2_defence]
active = walker@freedom_2
suitable = {!check_npc_name(jup_b207_freedom_recon_squad_leader) =target_squad_name(jup_b207_freedom_depot) -jup_b207_attack_end} true
prior = 200
[walker@freedom_2]
path_walk = freedom_2_walk
path_look = freedom_leader_look
def_state_standing = hide_na
on_info = {+jup_b207_duty_knows_about_depot} walker@guard_2_bad
combat_ignore_cond = {-jup_b207_attack_started =check_enemy_smart(jup_b207_depot_attack)} true, false
[logic@jup_b207_freedom_3_defence]
active = walker@freedom_3
suitable = {!check_npc_name(jup_b207_freedom_recon_squad_leader) =target_squad_name(jup_b207_freedom_depot) -jup_b207_attack_end} true
prior = 200
[walker@freedom_3]
path_walk = freedom_3_walk
path_look = freedom_leader_look
def_state_standing = hide_na
on_info = {+jup_b207_duty_knows_about_depot} walker@guard_3_bad
combat_ignore_cond = {-jup_b207_attack_started =check_enemy_smart(jup_b207_depot_attack)} true, false
[logic@jup_b207_freedom_4_defence]
active = walker@freedom_4
suitable = {!check_npc_name(jup_b207_freedom_recon_squad_leader) =target_squad_name(jup_b207_freedom_base) -jup_b207_attack_end} true
prior = 200
[walker@freedom_4]
path_walk = freedom_4_walk
path_look = freedom_4_look
def_state_standing = hide_na
combat_ignore_cond = {-jup_b207_attack_started =check_enemy_smart(jup_b207_depot_attack)} true, false
[logic@jup_b207_freedom_5_defence]
active = walker@freedom_5
suitable = {!check_npc_name(jup_b207_freedom_recon_squad_leader) =target_squad_name(jup_b207_freedom_base) -jup_b207_attack_end} true
prior = 200
[walker@freedom_5]
path_walk = freedom_5_walk
path_look = freedom_5_look
def_state_standing = hide_na
combat_ignore_cond = {-jup_b207_attack_started =check_enemy_smart(jup_b207_depot_attack)} true, false
;Guards - that ones who won
[logic@jup_b207_depot_guard_1]
active = remark@choose_1
suitable = {+jup_b207_attack_end} true
prior = 200
[remark@choose_1]
path_walk = perimeter_1_walk
path_look = perimeter_1_look
on_info = {+jup_b207_freedom_knows_about_depot +jup_b207_freedom_wins} walker@guard_1_ok
on_info2 = {+jup_b207_duty_knows_about_depot +jup_b207_duty_wins} walker@guard_1_ok
on_info3 = {+jup_b207_freedom_knows_about_depot +jup_b207_duty_wins} walker@guard_1_bad
on_info4 = {+jup_b207_duty_knows_about_depot +jup_b207_freedom_wins} walker@guard_1_bad
combat_ignore_cond = {-jup_b207_attack_started =check_enemy_smart(jup_b207_depot_attack)} true, false
[walker@guard_1_ok]
path_walk = perimeter_1_walk
path_look = perimeter_1_look
meet = meet@guard_ok
[walker@guard_1_bad]
path_walk = perimeter_1_walk
path_look = perimeter_1_look
meet = meet@guard_bad
on_info = {!actor_enemy =actor_in_zone(jup_b207_sr_control)} %=actor_enemy%
on_info2 = {-jup_b207_guards_warning_actor =dist_to_actor_le(20) !actor_enemy =actor_in_zone(jup_b207_sr_depot_defence) =npc_community(freedom)} %+jup_b207_guards_warning_actor =play_sound(jup_b207_freedom_guards_warning_actor)%
on_info3 = {-jup_b207_guards_warning_actor =dist_to_actor_le(20) !actor_enemy =actor_in_zone(jup_b207_sr_depot_defence) =npc_community(dolg)} %+jup_b207_guards_warning_actor =play_sound(jup_b207_duty_guards_warning_actor)%
combat_ignore_cond = {-jup_b207_attack_started =check_enemy_smart(jup_b207_depot_attack)} true, false
[meet@guard_ok]
close_distance = 5
close_victim = actor
close_anim = guard
use = {=actor_enemy} false, true
[meet@guard_bad]
close_distance = 15
close_victim = actor
close_anim = threat
far_victim = actor
far_anim = threat
use = false
[logic@jup_b207_depot_guard_2]
active = remark@choose_2
suitable = {+jup_b207_attack_end} true
prior = 200
[remark@choose_2]
path_walk = perimeter_2_walk
path_look = perimeter_2_look
on_info = {+jup_b207_freedom_knows_about_depot +jup_b207_freedom_wins} walker@guard_2_ok
on_info2 = {+jup_b207_duty_knows_about_depot +jup_b207_duty_wins} walker@guard_2_ok
on_info3 = {+jup_b207_freedom_knows_about_depot +jup_b207_duty_wins} walker@guard_2_bad
on_info4 = {+jup_b207_duty_knows_about_depot +jup_b207_freedom_wins} walker@guard_2_bad
combat_ignore_cond = {-jup_b207_attack_started =check_enemy_smart(jup_b207_depot_attack)} true, false
[walker@guard_2_ok]
path_walk = perimeter_2_walk
path_look = perimeter_2_look
meet = meet@guard_ok
[walker@guard_2_bad]
path_walk = perimeter_2_walk
path_look = perimeter_2_look
meet = meet@guard_bad
on_info = {!actor_enemy =actor_in_zone(jup_b207_sr_control)} %=actor_enemy%
on_info2 = {-jup_b207_guards_warning_actor =dist_to_actor_le(20) !actor_enemy =actor_in_zone(jup_b207_sr_depot_defence) =npc_community(freedom)} %+jup_b207_guards_warning_actor =play_sound(jup_b207_freedom_guards_warning_actor)%
on_info3 = {-jup_b207_guards_warning_actor =dist_to_actor_le(20) !actor_enemy =actor_in_zone(jup_b207_sr_depot_defence) =npc_community(dolg)} %+jup_b207_guards_warning_actor =play_sound(jup_b207_duty_guards_warning_actor)%
combat_ignore_cond = {-jup_b207_attack_started =check_enemy_smart(jup_b207_depot_attack)} true, false
[logic@jup_b207_depot_guard_3]
active = remark@choose_3
suitable = {+jup_b207_attack_end} true
prior = 200
[remark@choose_3]
path_walk = perimeter_3_walk
path_look = perimeter_3_look
on_info = {+jup_b207_freedom_knows_about_depot +jup_b207_freedom_wins} walker@guard_3_ok
on_info2 = {+jup_b207_duty_knows_about_depot +jup_b207_duty_wins} walker@guard_3_ok
on_info3 = {+jup_b207_freedom_knows_about_depot +jup_b207_duty_wins} walker@guard_3_bad
on_info4 = {+jup_b207_duty_knows_about_depot +jup_b207_freedom_wins} walker@guard_3_bad
combat_ignore_cond = {-jup_b207_attack_started =check_enemy_smart(jup_b207_depot_attack)} true, false
[walker@guard_3_ok]
path_walk = perimeter_3_walk
path_look = perimeter_3_look
meet = meet@guard_ok
[walker@guard_3_bad]
path_walk = perimeter_3_walk
path_look = perimeter_3_look
meet = meet@guard_bad
on_info = {!actor_enemy =actor_in_zone(jup_b207_sr_control)} %=actor_enemy%
on_info2 = {-jup_b207_guards_warning_actor =dist_to_actor_le(20) !actor_enemy =actor_in_zone(jup_b207_sr_depot_defence) =npc_community(freedom)} %+jup_b207_guards_warning_actor =play_sound(jup_b207_freedom_guards_warning_actor)%
on_info3 = {-jup_b207_guards_warning_actor =dist_to_actor_le(20) !actor_enemy =actor_in_zone(jup_b207_sr_depot_defence) =npc_community(dolg)} %+jup_b207_guards_warning_actor =play_sound(jup_b207_duty_guards_warning_actor)%
combat_ignore_cond = {-jup_b207_attack_started =check_enemy_smart(jup_b207_depot_attack)} true, false
[logic@jup_b207_depot_guard_4]
active = remark@choose_4
suitable = {+jup_b207_attack_end} true
prior = 200
[remark@choose_4]
path_walk = perimeter_4_walk
path_look = perimeter_4_look
on_info = {+jup_b207_freedom_knows_about_depot +jup_b207_freedom_wins} walker@guard_4_ok
on_info2 = {+jup_b207_duty_knows_about_depot +jup_b207_duty_wins} walker@guard_4_ok
on_info3 = {+jup_b207_freedom_knows_about_depot +jup_b207_duty_wins} walker@guard_4_bad
on_info4 = {+jup_b207_duty_knows_about_depot +jup_b207_freedom_wins} walker@guard_4_bad
combat_ignore_cond = {-jup_b207_attack_started =check_enemy_smart(jup_b207_depot_attack)} true, false
[walker@guard_4_ok]
path_walk = perimeter_4_walk
path_look = perimeter_4_look
meet = meet@guard_ok
[walker@guard_4_bad]
path_walk = perimeter_4_walk
path_look = perimeter_4_look
meet = meet@guard_bad
on_info = {-jup_b207_freedom_refused_to_leave +jup_b207_duty_asked_to_leave} remark@freedom_refuse
on_info2 = {!actor_enemy =actor_in_zone(jup_b207_sr_control)} %=actor_enemy%
on_info3 = {-jup_b207_guards_warning_actor =dist_to_actor_le(20) !actor_enemy =actor_in_zone(jup_b207_sr_depot_defence) =npc_community(freedom)} %+jup_b207_guards_warning_actor =play_sound(jup_b207_freedom_guards_warning_actor)%
on_info4 = {-jup_b207_guards_warning_actor =dist_to_actor_le(20) !actor_enemy =actor_in_zone(jup_b207_sr_depot_defence) =npc_community(dolg)} %+jup_b207_guards_warning_actor =play_sound(jup_b207_duty_guards_warning_actor)%
combat_ignore_cond = {-jup_b207_attack_started =check_enemy_smart(jup_b207_depot_attack)} true, false