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204
gamedata/configs/scripts/jupiter/jup_b47_bunker_guard.ltx
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204
gamedata/configs/scripts/jupiter/jup_b47_bunker_guard.ltx
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;generic section
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[walker@jup_b41_bunker_guard_gen]
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on_info = {-jup_b47_bunker_guard_arrived +jup_b47_no_bunker_guard} %+jup_b47_bunker_guard_arrived%
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out_restr = jup_b41_sr_noweap
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in_restr = jup_b41_sr_light
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meet = meet@def
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combat_ignore_cond = {=check_enemy_name(jup_b1_stalker_)} true, {=check_enemy_name(jup_b6_freedom_stalker_)} true, {=check_enemy_name(jup_b6_duty_stalker_)} true, {=check_enemy_name(jup_b6_stalker_)} true
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[meet@def]
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close_victim = {=is_wounded} nil, actor
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snd_on_use = {=is_wounded} nil, {=actor_enemy} nil, {=has_enemy} meet_use_no_fight, {=actor_has_weapon} meet_use_no_weapon, {=dist_to_actor_ge(3)} nil
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use = {=is_wounded} false, {=actor_enemy} false, {=has_enemy} false, {=actor_has_weapon} false, {=dist_to_actor_ge(3)} false, true
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trade_enable = false
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[meet@animpoint_def]
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close_anim = nil
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close_victim = nil
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far_anim = nil
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far_victim = nil
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close_distance = 0
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far_distance = 0
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snd_on_use = {=is_wounded} nil, {=actor_enemy} nil, {=has_enemy} meet_use_no_fight, {=actor_has_weapon} meet_use_no_weapon
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use = {=is_wounded} false, {=actor_enemy} false, {=has_enemy} false, {=actor_has_weapon} false, true
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trade_enable = false
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[death@jup_b41_bunker_guard_gen]
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on_info = %=inc_counter(jup_b47_bunker_guard_dead:1)%
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on_info2 = {+jup_b47_no_bunker_guard =counter_greater(jup_b47_bunker_guard_dead:4)} %+jup_b41_bunker_guards_dead%, {=counter_greater(jup_b47_bunker_guard_dead:4)} %+jup_b47_all_merc_dead +jup_b47_no_bunker_guard =set_counter(jup_b47_bunker_guard_dead:0)%
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;guard works
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[logic@jup_b47_bunker_guard_01]
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suitable = {=target_squad_name(jup_b47_bunker_guard)} true, {=target_squad_name(jup_b47_merc_guard_squad) =check_npc_name(jup_b47_merc_01)} true
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active = walker@jup_b47_bunker_guard_01_down
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prior = 200
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on_death = death@jup_b41_bunker_guard_gen
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[walker@jup_b47_bunker_guard_01_down]:walker@jup_b41_bunker_guard_gen
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path_walk = merc_guard_06_walk
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path_look = merc_guard_06_look
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on_info2 = {!actor_see_npc =dist_to_actor_ge(120) !npc_in_zone(jup_b41_sr_guards)} walker@jup_b47_bunker_guard_01 %=teleport_npc(jup_b41_merc_guard_01_walk)%
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on_info3 = {!actor_see_npc =actor_in_zone(jup_b41_sr_light) !npc_in_zone(jup_b41_sr_light) !npc_in_zone(jup_b41_sr_guards)} walker@jup_b47_bunker_guard_01 %=teleport_npc(jup_b41_merc_guard_01_walk)%
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on_info4 = {=npc_in_zone(jup_b41_sr_guards)} walker@jup_b47_bunker_guard_01
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on_info5 = {=surge_started !has_enemy} walker@jup_b47_bunker_guard_01_reach_surge_hide
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[walker@jup_b47_bunker_guard_01]:walker@jup_b41_bunker_guard_gen
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path_walk = merc_guard_01_walk
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path_look = merc_guard_01_look
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out_restr = jup_b41_sr_guards
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on_info2 = {!actor_see_npc =dist_to_actor_ge(120) !npc_in_zone(jup_b41_sr_guards)} %=teleport_npc(jup_b41_merc_guard_01_walk)%
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on_info3 = {=surge_started !actor_see_npc =dist_to_actor_ge(120)} walker@jup_b47_bunker_guard_01_surge_hide %=teleport_npc(jup_b41_surge_walk_1)%
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on_info4 = {=surge_started !has_enemy =actor_in_zone(jup_b41_sr_light)} walker@jup_b47_bunker_guard_01_reach_surge_hide %=teleport_npc(jup_b41_merc_guard_04_walk:3)%
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on_info5 = {!npc_in_zone(jup_b41_sr_guards)} walker@jup_b47_bunker_guard_01_down
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[walker@jup_b47_bunker_guard_01_reach_surge_hide]
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path_walk = surge_walk_1
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path_look = surge_look_1
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def_state_standing = wait_na
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def_state_moving = run
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on_info = {=npc_in_zone(jup_b41_sr_light)} walker@jup_b47_bunker_guard_01_surge_hide
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on_info2 = {=has_enemy} walker@jup_b47_bunker_guard_01_down
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on_info3 = {=npc_in_zone(jup_b41_sr_guards)} walker@jup_b47_bunker_guard_01
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out_restr = jup_b41_sr_light
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meet = meet@animpoint_def
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[walker@jup_b47_bunker_guard_01_surge_hide]
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path_walk = surge_walk_1
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path_look = surge_look_1
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def_state_standing = wait_na
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def_state_moving = run
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on_info = {=surge_complete} walker@jup_b47_bunker_guard_01_down
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out_restr = jup_b41_sr_light
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meet = meet@animpoint_def
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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invulnerable = true
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[logic@jup_b47_bunker_guard_02]
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suitable = {=target_squad_name(jup_b47_bunker_guard)} true, {=target_squad_name(jup_b47_merc_guard_squad) !check_npc_name(jup_b47_merc_01)} true
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active = walker@jup_b47_bunker_guard_02_down
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prior = 200
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on_death = death@jup_b41_bunker_guard_gen
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[walker@jup_b47_bunker_guard_02_down]:walker@jup_b41_bunker_guard_gen
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path_walk = merc_guard_07_walk
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path_look = merc_guard_07_look
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on_info2 = {!actor_see_npc =dist_to_actor_ge(120) !npc_in_zone(jup_b41_sr_guards)} walker@jup_b47_bunker_guard_02 %=teleport_npc(jup_b41_merc_guard_02_walk)%
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on_info3 = {!actor_see_npc =actor_in_zone(jup_b41_sr_light) !npc_in_zone(jup_b41_sr_light) !npc_in_zone(jup_b41_sr_guards)} walker@jup_b47_bunker_guard_02 %=teleport_npc(jup_b41_merc_guard_02_walk)%
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on_info4 = {=npc_in_zone(jup_b41_sr_guards)} walker@jup_b47_bunker_guard_02
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on_info5 = {=surge_started !has_enemy} walker@jup_b47_bunker_guard_02_reach_surge_hide
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[walker@jup_b47_bunker_guard_02]:walker@jup_b41_bunker_guard_gen
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path_walk = merc_guard_02_walk
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path_look = merc_guard_02_look
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out_restr = jup_b41_sr_guards
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on_info2 = {!actor_see_npc =dist_to_actor_ge(120) !npc_in_zone(jup_b41_sr_guards)} %=teleport_npc(jup_b41_merc_guard_02_walk)%
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on_info3 = {=surge_started !actor_see_npc =dist_to_actor_ge(120)} walker@jup_b47_bunker_guard_02_surge_hide %=teleport_npc(jup_b41_surge_walk_2)%
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on_info4 = {=surge_started !has_enemy =actor_in_zone(jup_b41_sr_light)} walker@jup_b47_bunker_guard_02_reach_surge_hide %=teleport_npc(jup_b41_merc_guard_05_walk:3)%
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on_info5 = {!npc_in_zone(jup_b41_sr_guards)} walker@jup_b47_bunker_guard_02_down
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[walker@jup_b47_bunker_guard_02_reach_surge_hide]:walker@jup_b47_bunker_guard_01_reach_surge_hide
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path_walk = surge_walk_2
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path_look = surge_look_2
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on_info = {=npc_in_zone(jup_b41_sr_light)} walker@jup_b47_bunker_guard_02_surge_hide
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on_info2 = {=has_enemy} walker@jup_b47_bunker_guard_02_down
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on_info3 = {=npc_in_zone(jup_b41_sr_guards)} walker@jup_b47_bunker_guard_02
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[walker@jup_b47_bunker_guard_02_surge_hide]:walker@jup_b47_bunker_guard_01_surge_hide
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path_walk = surge_walk_2
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path_look = surge_look_2
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on_info = {=surge_complete} walker@jup_b47_bunker_guard_02_down
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[logic@jup_b47_bunker_guard_03]
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suitable = {=target_squad_name(jup_b47_bunker_guard)} true, {=target_squad_name(jup_b47_merc_guard_squad) !check_npc_name(jup_b47_merc_01)} true
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active = walker@jup_b47_bunker_guard_03_down
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prior = 200
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on_death = death@jup_b41_bunker_guard_gen
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[walker@jup_b47_bunker_guard_03_down]:walker@jup_b41_bunker_guard_gen
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path_walk = merc_guard_08_walk
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path_look = merc_guard_08_look
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on_info2 = {!actor_see_npc =dist_to_actor_ge(120) !npc_in_zone(jup_b41_sr_guards)} walker@jup_b47_bunker_guard_03 %=teleport_npc(jup_b41_merc_guard_03_walk)%
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on_info3 = {!actor_see_npc =actor_in_zone(jup_b41_sr_light) !npc_in_zone(jup_b41_sr_light) !npc_in_zone(jup_b41_sr_guards)} walker@jup_b47_bunker_guard_03 %=teleport_npc(jup_b41_merc_guard_03_walk)%
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on_info4 = {=npc_in_zone(jup_b41_sr_guards)} walker@jup_b47_bunker_guard_03
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on_info5 = {=surge_started !has_enemy} walker@jup_b47_bunker_guard_03_reach_surge_hide
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[walker@jup_b47_bunker_guard_03]:walker@jup_b41_bunker_guard_gen
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path_walk = merc_guard_03_walk
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path_look = merc_guard_03_look
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out_restr = jup_b41_sr_guards
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on_info2 = {!actor_see_npc =dist_to_actor_ge(120) !npc_in_zone(jup_b41_sr_guards)} %=teleport_npc(jup_b41_merc_guard_03_walk)%
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on_info3 = {=surge_started !actor_see_npc =dist_to_actor_ge(120)} walker@jup_b47_bunker_guard_03_surge_hide %=teleport_npc(jup_b41_surge_walk_3)%
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on_info4 = {=surge_started !has_enemy =actor_in_zone(jup_b41_sr_light)} walker@jup_b47_bunker_guard_03_reach_surge_hide %=teleport_npc(jup_b41_merc_guard_04_walk:2)%
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on_info5 = {!npc_in_zone(jup_b41_sr_guards)} walker@jup_b47_bunker_guard_03_down
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[walker@jup_b47_bunker_guard_03_reach_surge_hide]:walker@jup_b47_bunker_guard_01_reach_surge_hide
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path_walk = surge_walk_3
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path_look = surge_look_3
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on_info = {=npc_in_zone(jup_b41_sr_light)} walker@jup_b47_bunker_guard_03_surge_hide
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on_info2 = {=has_enemy} walker@jup_b47_bunker_guard_03_down
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on_info3 = {=npc_in_zone(jup_b41_sr_guards)} walker@jup_b47_bunker_guard_03
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[walker@jup_b47_bunker_guard_03_surge_hide]:walker@jup_b47_bunker_guard_01_surge_hide
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path_walk = surge_walk_3
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path_look = surge_look_3
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on_info = {=surge_complete} walker@jup_b47_bunker_guard_03_down
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[logic@jup_b47_bunker_guard_04]
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suitable = {=target_squad_name(jup_b47_bunker_guard)} true, {=target_squad_name(jup_b47_merc_guard_squad) !check_npc_name(jup_b47_merc_01)} true
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active = walker@jup_b47_bunker_guard_04
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prior = 200
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on_death = death@jup_b41_bunker_guard_gen
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[walker@jup_b47_bunker_guard_04]:walker@jup_b41_bunker_guard_gen
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path_walk = merc_guard_04_walk
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path_look = merc_guard_04_look
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on_info2 = {=surge_started !has_enemy} walker@jup_b47_bunker_guard_04_reach_surge_hide
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[walker@jup_b47_bunker_guard_04_reach_surge_hide]:walker@jup_b47_bunker_guard_01_reach_surge_hide
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on_info = {=npc_in_zone(jup_b41_sr_light)} animpoint@jup_b47_bunker_guard_04_surge_hide
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on_info2 = {=has_enemy} walker@jup_b47_bunker_guard_04
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[animpoint@jup_b47_bunker_guard_04_surge_hide]
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cover_name = jup_b41_animp_surge_5
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reach_movement = run
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use_camp = false
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meet = meet@animpoint_def
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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invulnerable = true
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out_restr = jup_b41_sr_light
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on_info = {=surge_complete} walker@jup_b47_bunker_guard_04
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[logic@jup_b47_bunker_guard_05]
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suitable = {=target_squad_name(jup_b47_bunker_guard)} true, {=target_squad_name(jup_b47_merc_guard_squad) !check_npc_name(jup_b47_merc_01)} true
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active = walker@jup_b47_bunker_guard_05
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prior = 200
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on_death = death@jup_b41_bunker_guard_gen
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[walker@jup_b47_bunker_guard_05]:walker@jup_b41_bunker_guard_gen
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path_walk = merc_guard_05_walk
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path_look = merc_guard_05_look
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on_info2 = {=surge_started !has_enemy} walker@jup_b47_bunker_guard_05_reach_surge_hide
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[walker@jup_b47_bunker_guard_05_reach_surge_hide]:walker@jup_b47_bunker_guard_01_reach_surge_hide
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path_walk = surge_walk_5
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path_look = surge_look_5
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on_info = {=npc_in_zone(jup_b41_sr_light)} walker@jup_b47_bunker_guard_05_surge_hide
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on_info2 = {=has_enemy} walker@jup_b47_bunker_guard_05
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[walker@jup_b47_bunker_guard_05_surge_hide]:walker@jup_b47_bunker_guard_01_surge_hide
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path_walk = surge_walk_5
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path_look = surge_look_5
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on_info = {=surge_complete} walker@jup_b47_bunker_guard_05
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