add game&rawdata
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649
gamedata/configs/scripts/pripyat/pri_a17_monolith_logic.ltx
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649
gamedata/configs/scripts/pripyat/pri_a17_monolith_logic.ltx
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@ -0,0 +1,649 @@
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[walker@generic]
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gather_items_enabled = false
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help_wounded_enabled = false
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corpse_detection_enabled = false
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wounded = wounded
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;----------------------------------------------------------------------------------------------------------
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[logic@pri_a17_monolith_preacher]
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suitable = {=check_npc_name(pri_a17_monolith_preacher)} true
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prior = 200
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active = walker@take_aim
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on_death = death@preacher
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on_hit = hit@preacher
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[walker@take_aim]:walker@generic
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path_walk = mon_preacher_stay
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path_look = mon_preacher_shoot
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out_restr = pri_a17_preacher_outrestr
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on_signal = preacher_ready | remark@shoot_ice
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on_info = {+pri_a17_ice_dead} animpoint@pray
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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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meet = no_meet
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[remark@shoot_ice]:walker@generic
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anim = threat_fire
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target = story | pri_a17_military_sergeant_morozov
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on_signal = anim_end | remark@shoot_ice2
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out_restr = pri_a17_preacher_outrestr
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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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meet = no_meet
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on_info = {+pri_a17_ice_dead} animpoint@pray
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[remark@shoot_ice2]:walker@generic
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anim = threat_fire
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target = story | pri_a17_military_sergeant_morozov
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on_game_timer = 15 | animpoint@pray %+pri_a17_ice_is_fucked%
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on_info = {+pri_a17_ice_dead} animpoint@pray
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out_restr = pri_a17_preacher_outrestr
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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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meet = no_meet
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[animpoint@pray]:walker@generic
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cover_name = pri_a17_sc_mon_preacher
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avail_animations = pri_a17_pray_in
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reach_movement = patrol
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on_game_timer = 20 | {-pri_a17_monolith_preacher_done} %=play_sound(pri_a17_monolith_preacher) +pri_a17_monolith_preacher_done%
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on_game_timer2 = 180| camper@angry_preacher
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on_info = {+pri_a17_preacher_hitted_by_actor} camper@angry_preacher, {=counter_equal(pri_a17_monolith_amb_death:10)} camper@angry_preacher
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out_restr = pri_a17_preacher_outrestr
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meet = no_meet
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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[camper@angry_preacher]:walker@generic
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path_walk = mon_preacher_stay
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path_look = ice_takin_pos
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radius = 1
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no_retreat = true
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out_restr = pri_a17_preacher_outrestr
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def_state_campering = threat
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def_state_campering_fire = threat_fire
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meet = no_meet
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[hit@preacher]
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on_info = {=hit_by_actor +pri_a17_ice_dead} camper@angry_preacher %+pri_a17_preacher_hitted_by_actor%, %=restore_health%
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[death@preacher]
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on_info = %+pri_a17_mon_preacher_dead =stop_sound%
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;----------------------------------------------------------
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[logic@pri_a17_monolith_ambusher_1]
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suitable = {=check_npc_name(pri_a17_monolith_ambusher_1)}
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prior = 70
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active = walker@ambusher_1_start
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on_death = death
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[walker@ambusher_1_start]:walker@generic
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path_walk = ambusher_1_trans
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path_look = ambusher_trans_look_1
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def_state_standing = trans_0
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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on_info = {+pri_a17_actor_attack_military} walker@ambusher_1, {+pri_a17_mon_ambush_start} walker@ambusher_1, {+pri_a17_actor_find_ambush} walker@ambusher_1
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[walker@ambusher_1]:walker@generic
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path_walk = mon_amb_1
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path_look = mon_amb_1_look
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def_state_moving1 = assault
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def_state_moving2 = assault
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def_state_moving3 = assault
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out_restr = pri_a17_tunnel_top
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[death]
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on_info = %=inc_counter(pri_a17_monolith_amb_death)%
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;----------------------------------------------------------
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[logic@pri_a17_monolith_ambusher_2]
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suitable = {=check_npc_name(pri_a17_monolith_ambusher_2)}
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prior = 70
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active = walker@ambusher_2_start
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on_death = death
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[walker@ambusher_2_start]:walker@generic
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path_walk = ambusher_2_trans
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path_look = ambusher_trans_look_2
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def_state_standing = trans_0
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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on_info = {+pri_a17_actor_attack_military} walker@ambusher_2, {+pri_a17_mon_ambush_start} walker@ambusher_2, {+pri_a17_actor_find_ambush} walker@ambusher_2
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[walker@ambusher_2]:walker@generic
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path_walk = mon_amb_2
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path_look = mon_amb_2_look
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def_state_moving1 = assault
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def_state_moving2 = assault
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def_state_moving3 = assault
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out_restr = pri_a17_tunnel_buttom
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;----------------------------------------------------------
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[logic@pri_a17_monolith_ambusher_3]
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suitable = {=check_npc_name(pri_a17_monolith_ambusher_3)}
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prior = 70
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active = walker@ambusher_3_start
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on_death = death
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[walker@ambusher_3_start]:walker@generic
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path_walk = ambusher_3_trans
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path_look = ambusher_trans_look_2
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def_state_standing = trans_1
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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on_info = {+pri_a17_actor_attack_military} walker@ambusher_3, {+pri_a17_mon_ambush_start} walker@ambusher_3, {+pri_a17_actor_find_ambush} walker@ambusher_3
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[walker@ambusher_3]:walker@generic
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path_walk = mon_amb_3
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path_look = mon_amb_3_look
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def_state_moving1 = assault
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def_state_moving2 = assault
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def_state_moving3 = assault
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out_restr = pri_a17_monolith_attack_zone
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;----------------------------------------------------------
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[logic@pri_a17_monolith_ambusher_4]
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suitable = {=check_npc_name(pri_a17_monolith_ambusher_4)}
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prior = 70
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active = walker@ambusher_4_start
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on_death = death
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[walker@ambusher_4_start]:walker@generic
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path_walk = ambusher_4_trans
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path_look = ambusher_trans_look_2
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def_state_standing = trans_0
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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on_info = {+pri_a17_actor_attack_military} walker@ambusher_4, {+pri_a17_mon_ambush_start} walker@ambusher_4, {+pri_a17_actor_find_ambush} walker@ambusher_4
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[walker@ambusher_4]:walker@generic
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path_walk = mon_amb_4
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path_look = mon_amb_4_look
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def_state_moving1 = assault
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def_state_moving2 = assault
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def_state_moving3 = assault
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out_restr = pri_a17_monolith_attack_zone
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;----------------------------------------------------------
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[logic@pri_a17_monolith_ambusher_5]
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suitable = {=check_npc_name(pri_a17_monolith_ambusher_5)}
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prior = 70
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active = walker@ambusher_5_start
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on_death = death
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[walker@ambusher_5_start]:walker@generic
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path_walk = ambusher_5_trans
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path_look = ambusher_trans_look_2
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def_state_standing = trans_1
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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on_info = {+pri_a17_actor_attack_military} walker@ambusher_5, {+pri_a17_mon_ambush_start} walker@ambusher_5, {+pri_a17_actor_find_ambush} walker@ambusher_5
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[walker@ambusher_5]:walker@generic
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path_walk = mon_amb_5
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path_look = mon_amb_5_look
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def_state_moving1 = assault
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def_state_moving2 = assault
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def_state_moving3 = assault
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out_restr = pri_a17_hosp_build_1
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;----------------------------------------------------------
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[logic@pri_a17_monolith_ambusher_6]
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suitable = {=check_npc_name(pri_a17_monolith_ambusher_6)}
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prior = 70
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active = walker@ambusher_6
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on_death = death
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[walker@ambusher_6]:walker@generic
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path_walk = mon_amb_6
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path_look = mon_amb_6_look
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def_state_moving1 = assault
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def_state_moving2 = assault
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def_state_moving3 = assault
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;----------------------------------------------------------
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[logic@pri_a17_monolith_ambusher_7]
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suitable = {=check_npc_name(pri_a17_monolith_ambusher_7)}
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prior = 70
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active = walker@ambusher_7
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on_death = death
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[walker@ambusher_7]:walker@generic
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path_walk = mon_amb_7
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path_look = mon_amb_7_look
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def_state_moving1 = assault
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def_state_moving2 = assault
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def_state_moving3 = assault
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;----------------------------------------------------------
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[logic@pri_a17_monolith_ambusher_8]
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suitable = {=check_npc_name(pri_a17_monolith_ambusher_8)}
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prior = 70
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active = walker@ambusher_8
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on_death = death
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[walker@ambusher_8]:walker@generic
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path_walk = mon_amb_8
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path_look = mon_amb_8_look
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def_state_moving1 = assault
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def_state_moving2 = assault
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def_state_moving3 = assault
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out_restr = pri_a17_hosp_build_1
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;----------------------------------------------------------
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[logic@pri_a17_monolith_ambusher_9]
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suitable = {=check_npc_name(pri_a17_monolith_ambusher_9)}
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prior = 70
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active = walker@ambusher_9
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on_death = death
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[walker@ambusher_9]:walker@generic
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path_walk = mon_amb_9
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path_look = mon_amb_9_look
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def_state_moving1 = assault
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def_state_moving2 = assault
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def_state_moving3 = assault
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;----------------------------------------------------------
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[logic@pri_a17_monolith_ambusher_10]
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suitable = {=check_npc_name(pri_a17_monolith_ambusher_10)}
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prior = 70
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active = walker@ambusher_10
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on_death = death
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[walker@ambusher_10]:walker@generic
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path_walk = mon_amb_10
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path_look = mon_amb_10_look
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def_state_moving1 = assault
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def_state_moving2 = assault
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def_state_moving3 = assault
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out_restr = pri_a17_monolith_attack_zone
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;----------------------------------------------------------
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[logic@pri_a17_monolith_patrol_1]
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suitable = {-pri_a17_actor_leaver =check_npc_name(pri_a17_monolith_patrol_1)}
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prior = 70
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active = walker@patrol_1_start
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on_death = death@patrol_1
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on_combat = combat@patrol
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on_hit = hit@patrol
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known_info = known_info
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[walker@patrol_1_start]:walker@generic
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path_walk = patrol_1_trans
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path_look = patrol_trans_look
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def_state_standing = trans_1
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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on_info = {+pri_a17_actor_attack_military} walker@attack_1, {+pri_a17_patrol_go} patrol@patrol_1, {+pri_a17_actor_find_ambush} patrol@patrol_1
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[patrol@patrol_1]:walker@generic
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path_walk = monolith_patrol_1
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formation = back
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on_sound = actor|WPN_shoot|10000|0.0| {=dist_to_actor_le(45)} walker@attack_1 %+pri_a17_mon_atk%
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on_sound2 = actor|WPN_hit|8|0.0| walker@attack_1 %+pri_a17_mon_atk%
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on_sound3 = actor|MST_step|10|0.0| walker@attack_1 %+pri_a17_mon_atk%
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on_sound4 = actor|WPN_empty|15|0.0| walker@attack_1 %+pri_a17_mon_atk%
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on_sound5 = actor|WPN_reload|15|0.0| walker@attack_1 %+pri_a17_mon_atk%
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combat_ignore_cond = {=check_enemy_name(pri_a17_military_sergeant_morozov)} true, {=check_enemy_name(pri_a17_military_captain_tarasov)} true
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on_info = {+pri_a17_patrol_go_2} patrol@patrol_1_2, {+pri_a17_mon_ambush_start} walker@attack_1, {+pri_a17_mon_atk} walker@attack_1, {+pri_a17_atk_mon_pat} walker@attack_1
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on_signal = path_end | patrol@patrol_1_2
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wounded = wounded
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gather_items_enabled = false
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help_wounded_enabled = false
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corpse_detection_enabled = false
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[patrol@patrol_1_2]:walker@generic
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path_walk = monolith_patrol_2
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formation = back
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on_sound = actor|WPN_shoot|10000|0.0| {=dist_to_actor_le(45)} walker@attack_1 %+pri_a17_mon_atk%
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on_sound2 = actor|WPN_hit|8|0.0| walker@attack_1 %+pri_a17_mon_atk%
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on_sound3 = actor|MST_step|10|0.0| walker@attack_1 %+pri_a17_mon_atk%
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on_sound4 = actor|WPN_empty|15|0.0| walker@attack_1 %+pri_a17_mon_atk%
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on_sound5 = actor|WPN_reload|15|0.0| walker@attack_1 %+pri_a17_mon_atk%
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combat_ignore_cond = {=check_enemy_name(pri_a17_military_sergeant_morozov)} true, {=check_enemy_name(pri_a17_military_captain_tarasov)} true
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on_info = {+pri_a17_mon_ambush_start} walker@attack_1, {+pri_a17_mon_atk} walker@attack_1, {+pri_a17_atk_mon_pat} walker@attack_1
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[walker@attack_1]:walker@generic
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path_walk = patrol_1_stay
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path_look = patrol_1_look
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combat_ignore_cond = {=check_enemy_name(pri_a17_military_sergeant_morozov)} true
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[hit@patrol]
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on_info = {=hit_by_actor !has_enemy} %+pri_a17_good_shot%
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[combat@patrol]
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on_info = %+pri_a17_mon_atk%
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[death@patrol_1]
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on_info = %=inc_counter(pri_a17_monolith_death:1) +pri_a17_mon_atk +pri_a17_mon_pat_1_dead%
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[known_info]
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pri_a17_mon_ambush_start
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;----------------------------------------------------------
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[logic@pri_a17_monolith_patrol_2]
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suitable = {-pri_a17_actor_leaver =check_npc_name(pri_a17_monolith_patrol_2)}
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prior = 70
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active = walker@patrol_2_start
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on_death = death@patrol_2
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on_combat = combat@patrol
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on_hit = hit@patrol
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known_info = known_info
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[walker@patrol_2_start]:walker@generic
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path_walk = patrol_2_trans
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path_look = patrol_trans_look
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def_state_standing = trans_0
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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on_info = {+pri_a17_actor_attack_military} walker@attack_2, {+pri_a17_patrol_go} patrol@patrol_2, {+pri_a17_actor_find_ambush} patrol@patrol_2
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[patrol@patrol_2]:walker@generic
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path_walk = monolith_patrol_1
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formation = back
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on_sound = actor|WPN_shoot|10000|0.0| {=dist_to_actor_le(45)} walker@attack_2 %+pri_a17_mon_atk%
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on_sound2 = actor|WPN_hit|8|0.0| walker@attack_2 %+pri_a17_mon_atk%
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on_sound3 = actor|MST_step|10|0.0| walker@attack_2 %+pri_a17_mon_atk%
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on_sound4 = actor|WPN_empty|15|0.0| walker@attack_2 %+pri_a17_mon_atk%
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on_sound5 = actor|WPN_reload|15|0.0| walker@attack_2 %+pri_a17_mon_atk%
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combat_ignore_cond = {=check_enemy_name(pri_a17_military_sergeant_morozov)} true, {=check_enemy_name(pri_a17_military_captain_tarasov)} true
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on_info = {+pri_a17_patrol_go_2} patrol@patrol_2_2, {+pri_a17_mon_ambush_start} walker@attack_2, {+pri_a17_mon_atk} walker@attack_2, {+pri_a17_atk_mon_pat} walker@attack_2
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on_signal = path_end | patrol@patrol_2_2
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[patrol@patrol_2_2]:walker@generic
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path_walk = monolith_patrol_2
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formation = back
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on_sound = actor|WPN_shoot|10000|0.0| {=dist_to_actor_le(45)} walker@attack_2 %+pri_a17_mon_atk%
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on_sound2 = actor|WPN_hit|8|0.0| walker@attack_2 %+pri_a17_mon_atk%
|
||||
on_sound3 = actor|MST_step|10|0.0| walker@attack_2 %+pri_a17_mon_atk%
|
||||
on_sound4 = actor|WPN_empty|15|0.0| walker@attack_2 %+pri_a17_mon_atk%
|
||||
on_sound5 = actor|WPN_reload|15|0.0| walker@attack_2 %+pri_a17_mon_atk%
|
||||
|
||||
combat_ignore_cond = {=check_enemy_name(pri_a17_military_sergeant_morozov)} true, {=check_enemy_name(pri_a17_military_captain_tarasov)} true
|
||||
on_info = {+pri_a17_mon_ambush_start} walker@attack_2, {+pri_a17_mon_atk} walker@attack_2, {+pri_a17_atk_mon_pat} walker@attack_2
|
||||
|
||||
[walker@attack_2]:walker@generic
|
||||
path_walk = patrol_2_stay
|
||||
path_look = patrol_2_look
|
||||
combat_ignore_cond = {=check_enemy_name(pri_a17_military_sergeant_morozov)} true
|
||||
|
||||
[death@patrol_2]
|
||||
on_info = %=inc_counter(pri_a17_monolith_death:1) +pri_a17_mon_atk +pri_a17_mon_pat_2_dead%
|
||||
;----------------------------------------------------------
|
||||
|
||||
[logic@pri_a17_monolith_patrol_lead]
|
||||
suitable = {-pri_a17_actor_leaver =check_npc_name(pri_a17_monolith_patrol_lead)}
|
||||
prior = 70
|
||||
active = walker@patrol_lead_start
|
||||
on_death = death@patrol_3
|
||||
on_combat = combat@patrol
|
||||
on_hit = hit@patrol
|
||||
known_info = known_info
|
||||
|
||||
[walker@patrol_lead_start]:walker@generic
|
||||
path_walk = patrol_3_trans
|
||||
path_look = patrol_trans_look
|
||||
def_state_standing = trans_1
|
||||
combat_ignore_cond = true
|
||||
combat_ignore_keep_when_attacked = true
|
||||
on_info = {+pri_a17_actor_attack_military} walker@attack_lead, {+pri_a17_patrol_go} patrol@patrol_lead, {+pri_a17_actor_find_ambush} patrol@patrol_lead
|
||||
|
||||
[patrol@patrol_lead]:walker@generic
|
||||
path_walk = monolith_patrol_1
|
||||
formation = back
|
||||
commander = true
|
||||
|
||||
on_sound = actor|WPN_shoot|10000|0.0| {=dist_to_actor_le(45)} walker@attack_lead %+pri_a17_mon_atk%
|
||||
on_sound2 = actor|WPN_hit|8|0.0| walker@attack_lead %+pri_a17_mon_atk%
|
||||
on_sound3 = actor|MST_step|10|0.0| walker@attack_lead %+pri_a17_mon_atk%
|
||||
on_sound4 = actor|WPN_empty|15|0.0| walker@attack_lead %+pri_a17_mon_atk%
|
||||
on_sound5 = actor|WPN_reload|15|0.0| walker@attack_lead %+pri_a17_mon_atk%
|
||||
|
||||
on_info = {=npc_in_zone(pri_a17_mon_pat_1)} %+pri_a17_mon_pat_1 +pri_a17_mon_pat_sound1 %
|
||||
on_info2 = {+pri_a17_mon_ambush_start} walker@attack_lead, {+pri_a17_mon_atk} walker@attack_lead, {+pri_a17_atk_mon_pat} walker@attack_lead
|
||||
on_signal = path_end | patrol@patrol_lead_2 %+pri_a17_patrol_go_2%
|
||||
combat_ignore_cond = {=check_enemy_name(pri_a17_military_sergeant_morozov)} true, {=check_enemy_name(pri_a17_military_captain_tarasov)} true
|
||||
|
||||
[patrol@patrol_lead_2]:walker@generic
|
||||
path_walk = monolith_patrol_2
|
||||
formation = back
|
||||
commander = true
|
||||
|
||||
on_sound = actor|WPN_shoot|10000|0.0| {=dist_to_actor_le(45)} walker@attack_lead %+pri_a17_mon_atk%
|
||||
on_sound2 = actor|WPN_hit|8|0.0| walker@attack_lead %+pri_a17_mon_atk%
|
||||
on_sound3 = actor|MST_step|10|0.0| walker@attack_lead %+pri_a17_mon_atk%
|
||||
on_sound4 = actor|WPN_empty|15|0.0| walker@attack_lead %+pri_a17_mon_atk%
|
||||
on_sound5 = actor|WPN_reload|15|0.0| walker@attack_lead %+pri_a17_mon_atk%
|
||||
|
||||
on_info = {=npc_in_zone(pri_a17_mon_pat_1)} %+pri_a17_mon_pat_1 +pri_a17_mon_pat_sound1%
|
||||
on_info2 = {=npc_in_zone(pri_a17_mon_pat_2)} %+pri_a17_mon_pat_2 +pri_a17_mon_pat_sound2%
|
||||
on_info3 = {=npc_in_zone(pri_a17_mon_pat_3)} %+pri_a17_mon_pat_3 +pri_a17_mon_pat_sound3%
|
||||
on_info4 = {=npc_in_zone(pri_a17_mon_pat_4)} %+pri_a17_mon_pat_4 +pri_a17_mon_pat_sound4%
|
||||
on_info5 = {=npc_in_zone(pri_a17_mon_pat_5)} %+pri_a17_atk_mon_pat +pri_a17_mon_pat_sound5%
|
||||
on_info6 = {+pri_a17_mon_atk} walker@attack_lead, {+pri_a17_atk_mon_pat} walker@attack_lead
|
||||
combat_ignore_cond = {=check_enemy_name(pri_a17_military_sergeant_morozov)} true, {=check_enemy_name(pri_a17_military_captain_tarasov)} true
|
||||
on_info7 = {+pri_a17_mon_ambush_start} walker@attack_lead, {+pri_a17_mon_atk} walker@attack_lead, {+pri_a17_atk_mon_pat} walker@attack_lead
|
||||
|
||||
[walker@attack_lead]:walker@generic
|
||||
path_walk = patrol_3_stay
|
||||
path_look = patrol_3_look
|
||||
combat_ignore_cond = {=check_enemy_name(pri_a17_military_sergeant_morozov)} true
|
||||
|
||||
[death@patrol_3]
|
||||
on_info = %=inc_counter(pri_a17_monolith_death:1) +pri_a17_mon_atk +pri_a17_mon_pat_lead_dead%
|
||||
;----------------------------------------------------------
|
||||
|
||||
[logic@pri_a17_monolith_patrol_1_dead]
|
||||
suitable = {+pri_a17_actor_leaver =check_npc_name(pri_a17_monolith_patrol_1)}
|
||||
prior = 70
|
||||
active = walker@patrol_1_dead
|
||||
on_combat = combat
|
||||
post_combat_time = 0, 0
|
||||
known_info = known_info
|
||||
|
||||
[walker@patrol_1_dead]:walker@generic
|
||||
path_walk = patrol_1_dead
|
||||
on_info = walker@patrol_1_dead_2 %=teleport_npc(pri_a17_patrol_1_dead)%
|
||||
meet = no_meet
|
||||
|
||||
[walker@patrol_1_dead_2]:walker@generic
|
||||
path_walk = patrol_1_dead
|
||||
on_game_timer = 20 | walker@patrol_1_dead_3 %=hit_npc(self:pri_a17_taras_chek_sit:bip01_head:1:23)%
|
||||
|
||||
[walker@patrol_1_dead_3]:walker@generic
|
||||
path_walk = patrol_1_dead
|
||||
on_game_timer = 5 | nil %=kill_npc%
|
||||
|
||||
;----------------------------------------------------------
|
||||
|
||||
[logic@pri_a17_monolith_patrol_2_dead]
|
||||
suitable = {+pri_a17_actor_leaver =check_npc_name(pri_a17_monolith_patrol_2)}
|
||||
prior = 70
|
||||
active = walker@patrol_2_dead
|
||||
on_combat = combat
|
||||
post_combat_time = 0, 0
|
||||
known_info = known_info
|
||||
|
||||
[walker@patrol_2_dead]:walker@generic
|
||||
path_walk = patrol_2_dead
|
||||
on_info = walker@patrol_2_dead_2 %=teleport_npc(pri_a17_patrol_2_dead)%
|
||||
meet = no_meet
|
||||
|
||||
[walker@patrol_2_dead_2]:walker@generic
|
||||
path_walk = patrol_2_dead
|
||||
on_game_timer = 20 | walker@patrol_2_dead_3 %=hit_npc(self:pri_a17_pod_pat_look:bip01_head:1:43)%
|
||||
|
||||
[walker@patrol_2_dead_3]:walker@generic
|
||||
path_walk = patrol_2_dead
|
||||
on_game_timer = 5 | nil %=kill_npc%
|
||||
|
||||
;----------------------------------------------------------
|
||||
|
||||
[logic@pri_a17_monolith_patrol_lead_dead]
|
||||
suitable = {+pri_a17_actor_leaver =check_npc_name(pri_a17_monolith_patrol_lead)}
|
||||
prior = 70
|
||||
active = walker@patrol_3_dead
|
||||
on_combat = combat
|
||||
post_combat_time = 0, 0
|
||||
known_info = known_info
|
||||
|
||||
[walker@patrol_3_dead]:walker@generic
|
||||
path_walk = patrol_3_dead
|
||||
on_info = walker@patrol_3_dead_2 %=teleport_npc(pri_a17_patrol_3_dead)%
|
||||
meet = no_meet
|
||||
|
||||
[walker@patrol_3_dead_2]:walker@generic
|
||||
path_walk = patrol_3_dead
|
||||
on_game_timer = 20 | walker@patrol_3_dead_3 %=hit_npc(self:pri_a17_ice_takin_pos:bip01_head:1:37)%
|
||||
|
||||
[walker@patrol_3_dead_3]:walker@generic
|
||||
path_walk = patrol_3_dead
|
||||
on_game_timer = 5 | nil %=kill_npc%
|
||||
|
||||
;----------------------------------------------------------
|
||||
|
||||
[logic@pri_a17_monolith_sniper_1]
|
||||
suitable = {=check_npc_name(pri_a17_monolith_sniper_1)}
|
||||
prior = 70
|
||||
active = walker@take_pos_1_start
|
||||
on_death = death
|
||||
|
||||
[walker@take_pos_1_start]:walker@generic
|
||||
path_walk = sniper_1_trans
|
||||
path_look = ambusher_trans_look_1
|
||||
def_state_standing = trans_1
|
||||
combat_ignore_cond = true
|
||||
combat_ignore_keep_when_attacked = true
|
||||
on_info = {+pri_a17_actor_attack_military} walker@take_pos_1, {+pri_a17_mon_ambush_start} walker@take_pos_1, {+pri_a17_actor_find_ambush} walker@take_pos_1
|
||||
|
||||
[walker@take_pos_1]:walker@generic
|
||||
path_walk = mon_sni_1
|
||||
path_look = mon_snilook_1
|
||||
def_state_moving1 = assault
|
||||
on_signal = ready | camper@sniper_1
|
||||
combat_ignore_cond = {=fighting_dist_ge (20)} true
|
||||
|
||||
[camper@sniper_1]:walker@generic
|
||||
path_walk = mon_sni_1
|
||||
path_look = mon_snilook_1
|
||||
def_state_moving1 = assault
|
||||
def_state_moving2 = assault
|
||||
def_state_moving3 = assault
|
||||
def_state_campering = threat
|
||||
def_state_campering_fire = threat_fire
|
||||
no_retreat = true
|
||||
|
||||
;----------------------------------------------------------
|
||||
|
||||
[logic@pri_a17_monolith_sniper_2]
|
||||
suitable = {=check_npc_name(pri_a17_monolith_sniper_2)}
|
||||
prior = 70
|
||||
active = walker@take_pos_2_start
|
||||
on_death = death
|
||||
|
||||
[walker@take_pos_2_start]:walker@generic
|
||||
path_walk = sniper_2_trans
|
||||
path_look = ambusher_trans_look_1
|
||||
def_state_standing = trans_0
|
||||
combat_ignore_cond = true
|
||||
combat_ignore_keep_when_attacked = true
|
||||
on_info = {+pri_a17_actor_attack_military} walker@take_pos_2, {+pri_a17_mon_ambush_start} walker@take_pos_2, {+pri_a17_actor_find_ambush} walker@take_pos_2
|
||||
|
||||
[walker@take_pos_2]:walker@generic
|
||||
path_walk = mon_sni_2
|
||||
path_look = mon_snilook_2
|
||||
def_state_moving1 = assault
|
||||
on_signal = ready | camper@sniper_2
|
||||
combat_ignore_cond = {=fighting_dist_ge (20)} true
|
||||
|
||||
[camper@sniper_2]:walker@generic
|
||||
path_walk = mon_sni_2
|
||||
path_look = mon_snilook_2
|
||||
def_state_moving1 = assault
|
||||
def_state_moving2 = assault
|
||||
def_state_moving3 = assault
|
||||
def_state_standing = hide
|
||||
no_retreat = true
|
||||
|
||||
;----------------------------------------------------------
|
||||
|
||||
[logic@pri_a17_monolith_sniper_3]
|
||||
suitable = {=check_npc_name(pri_a17_monolith_sniper_3)}
|
||||
prior = 70
|
||||
active = walker@take_pos_3
|
||||
on_death = death
|
||||
|
||||
[walker@take_pos_3]:walker@generic
|
||||
path_walk = mon_sni_3
|
||||
path_look = mon_snilook_3
|
||||
def_state_moving1 = assault
|
||||
on_signal = ready | camper@sniper_3
|
||||
combat_ignore_cond = {=fighting_dist_ge (20)} true
|
||||
|
||||
[camper@sniper_3]:walker@generic
|
||||
path_walk = mon_sni_3
|
||||
path_look = mon_snilook_3
|
||||
def_state_moving1 = assault
|
||||
def_state_moving2 = assault
|
||||
def_state_moving3 = assault
|
||||
def_state_campering = threat
|
||||
def_state_campering_fire = threat_fire
|
||||
no_retreat = true
|
||||
|
||||
;----------------------------------------------------------
|
||||
|
||||
[logic@pri_a17_monolith_sniper_4]
|
||||
suitable = {=check_npc_name(pri_a17_monolith_sniper_4)}
|
||||
prior = 70
|
||||
active = walker@take_pos_4
|
||||
on_death = death
|
||||
|
||||
[walker@take_pos_4]:walker@generic
|
||||
path_walk = mon_sni_4
|
||||
path_look = mon_snilook_4
|
||||
def_state_moving1 = assault
|
||||
on_signal = ready | camper@sniper_4
|
||||
combat_ignore_cond = {=fighting_dist_ge (20)} true
|
||||
|
||||
[camper@sniper_4]:walker@generic
|
||||
path_walk = mon_sni_4
|
||||
path_look = mon_snilook_4
|
||||
def_state_moving1 = assault
|
||||
def_state_moving2 = assault
|
||||
def_state_moving3 = assault
|
||||
def_state_standing = hide
|
||||
no_retreat = true
|
||||
|
||||
;-------------------------------------------------------------
|
||||
|
||||
[wounded]
|
||||
hp_state = 0|wounded_heavy@help_heavy
|
||||
hp_state_see = 0|wounded_heavy@help_heavy
|
||||
hp_victim = 0|nil
|
||||
hp_fight = 0|false
|
||||
hp_cover = 0|false
|
||||
Loading…
Add table
Add a link
Reference in a new issue