add game&rawdata
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402
gamedata/configs/scripts/pripyat/pri_a18_terrain_ex_w.ltx
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402
gamedata/configs/scripts/pripyat/pri_a18_terrain_ex_w.ltx
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@ -0,0 +1,402 @@
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[hit]
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on_info = %+pri_a18_hit_pray_squad%
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[logic@monolith_1]
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active = walker@monolith_1_teleport
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suitable = {=target_squad_name(pri_a18_monolith_idol_squad)} true
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prior = 70
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on_hit = hit
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[walker@monolith_1_teleport]
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corpse_detection_enabled = false
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path_walk = pri_a18_monolith_1_walk
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on_info = walker@pri_a18_start_1 %=teleport_npc(pri_a18_smart_terrain_pri_a18_monolith_1_walk)%
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[walker@pri_a18_start_1]
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corpse_detection_enabled = false
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gather_items_enabled = false
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path_walk = pri_a18_monolith_1_walk
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path_look = pri_a18_monolith_1_look
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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_a18_hit_pray_squad} %=play_sound(pri_a18_monolith_pray)%
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on_info2 = {+pri_a18_hit_pray_squad} walker@pri_a18_start_1_timer
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[walker@pri_a18_start_1_timer]
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corpse_detection_enabled = false
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gather_items_enabled = false
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path_walk = pri_a18_monolith_1_walk
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path_look = pri_a18_monolith_1_look
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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on_game_timer = 25 | walker@pri_a18_start_1_combat
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[walker@pri_a18_start_1_combat]
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corpse_detection_enabled = false
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gather_items_enabled = false
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path_walk = pri_a18_monolith_1_walk
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path_look = pri_a18_monolith_1_look
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;-------------
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[logic@monolith_2]
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active = walker@monolith_2_teleport
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suitable = {=target_squad_name(pri_a18_monolith_idol_squad)} true
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prior = 70
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on_hit = hit
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[walker@monolith_2_teleport]
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corpse_detection_enabled = false
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gather_items_enabled = false
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path_walk = pri_a18_monolith_2_walk
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on_info = walker@pri_a18_start_2 %=teleport_npc(pri_a18_smart_terrain_pri_a18_monolith_2_walk)%
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[walker@pri_a18_start_2]
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corpse_detection_enabled = false
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gather_items_enabled = false
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path_walk = pri_a18_monolith_2_walk
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path_look = pri_a18_monolith_2_look
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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_a18_hit_pray_squad} walker@pri_a18_start_2_timer
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[walker@pri_a18_start_2_timer]
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corpse_detection_enabled = false
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gather_items_enabled = false
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path_walk = pri_a18_monolith_2_walk
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path_look = pri_a18_monolith_2_look
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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on_game_timer = 25 | walker@pri_a18_start_2_combat
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[walker@pri_a18_start_2_combat]
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corpse_detection_enabled = false
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gather_items_enabled = false
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path_walk = pri_a18_monolith_2_walk
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path_look = pri_a18_monolith_2_look
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;-------------
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[logic@monolith_3]
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active = walker@monolith_3_teleport
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suitable = {=target_squad_name(pri_a18_monolith_idol_squad)} true
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prior = 70
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on_hit = hit
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[walker@monolith_3_teleport]
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corpse_detection_enabled = false
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gather_items_enabled = false
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path_walk = pri_a18_monolith_3_walk
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on_info = walker@pri_a18_start_3 %=teleport_npc(pri_a18_smart_terrain_pri_a18_monolith_3_walk)%
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[walker@pri_a18_start_3]
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corpse_detection_enabled = false
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gather_items_enabled = false
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path_walk = pri_a18_monolith_3_walk
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path_look = pri_a18_monolith_3_look
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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_a18_hit_pray_squad} walker@pri_a18_start_3_timer
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[walker@pri_a18_start_3_timer]
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corpse_detection_enabled = false
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gather_items_enabled = false
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path_walk = pri_a18_monolith_3_walk
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path_look = pri_a18_monolith_3_look
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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on_game_timer = 25 | walker@pri_a18_start_3_combat
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[walker@pri_a18_start_3_combat]
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corpse_detection_enabled = false
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gather_items_enabled = false
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path_walk = pri_a18_monolith_3_walk
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path_look = pri_a18_monolith_3_look
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;-------------
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[logic@monolith_4]
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active = walker@monolith_4_teleport
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suitable = {=target_squad_name(pri_a18_monolith_idol_squad)} true
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prior = 70
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on_hit = hit
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[walker@monolith_4_teleport]
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corpse_detection_enabled = false
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gather_items_enabled = false
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path_walk = pri_a18_monolith_4_walk
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on_info = walker@pri_a18_start_4 %=teleport_npc(pri_a18_smart_terrain_pri_a18_monolith_4_walk)%
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[walker@pri_a18_start_4]
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corpse_detection_enabled = false
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gather_items_enabled = false
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path_walk = pri_a18_monolith_4_walk
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path_look = pri_a18_monolith_4_look
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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_a18_hit_pray_squad} walker@pri_a18_start_4_timer
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[walker@pri_a18_start_4_timer]
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corpse_detection_enabled = false
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gather_items_enabled = false
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path_walk = pri_a18_monolith_4_walk
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path_look = pri_a18_monolith_4_look
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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on_game_timer = 25 | walker@pri_a18_start_4_combat
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[walker@pri_a18_start_4_combat]
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corpse_detection_enabled = false
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gather_items_enabled = false
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path_walk = pri_a18_monolith_4_walk
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path_look = pri_a18_monolith_4_look
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;-------------
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[logic@monolith_5]
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active = walker@monolith_5_teleport
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suitable = {=target_squad_name(pri_a18_monolith_idol_squad)} true
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prior = 70
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on_hit = hit
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[walker@monolith_5_teleport]
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corpse_detection_enabled = false
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gather_items_enabled = false
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path_walk = pri_a18_monolith_5_walk
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on_info = walker@pri_a18_start_5 %=teleport_npc(pri_a18_smart_terrain_pri_a18_monolith_5_walk)%
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[walker@pri_a18_start_5]
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corpse_detection_enabled = false
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gather_items_enabled = false
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path_walk = pri_a18_monolith_5_walk
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path_look = pri_a18_monolith_5_look
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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_a18_hit_pray_squad} walker@pri_a18_start_5_timer
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[walker@pri_a18_start_5_timer]
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corpse_detection_enabled = false
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gather_items_enabled = false
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path_walk = pri_a18_monolith_5_walk
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path_look = pri_a18_monolith_5_look
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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on_game_timer = 25 | walker@pri_a18_start_5_combat
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[walker@pri_a18_start_5_combat]
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corpse_detection_enabled = false
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gather_items_enabled = false
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path_walk = pri_a18_monolith_5_walk
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path_look = pri_a18_monolith_5_look
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;-------------
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[logic@monolith_post_guard_1]
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active = walker@post_guard_1_teleport
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suitable = {=target_squad_name(pri_a18_monolith_post_guard_squad)} true
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prior = 70
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on_hit = combat
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[combat]
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on_info = %+pri_a18_post_guard_combat%
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[walker@post_guard_1_teleport]
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corpse_detection_enabled = false
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gather_items_enabled = false
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path_walk = pri_a18_monolith_1_post_guard_walk
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on_info = walker@post_guard_1 %=teleport_npc(pri_a18_smart_terrain_pri_a18_monolith_1_post_guard_walk)%
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[walker@post_guard_1]
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corpse_detection_enabled = false
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gather_items_enabled = false
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path_walk = pri_a18_monolith_1_post_guard_walk
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path_look = pri_a18_monolith_1_post_guard_look
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out_restr = pri_a18_post_quard_out_restrictor
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combat_ignore_cond = true
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on_info = {+pri_a18_post_guard_combat} walker@post_guard_12
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on_info2 = {=enemy_in_zone(pri_a18_enter_restrictor)} %+pri_a18_post_guard_combat%
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[walker@post_guard_12]
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corpse_detection_enabled = false
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gather_items_enabled = false
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path_walk = pri_a18_monolith_1_post_guard_walk
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out_restr = pri_a18_post_quard_out_restrictor
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;-------------
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[logic@monolith_post_guard_2]
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active = walker@post_guard_2_teleport
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suitable = {=target_squad_name(pri_a18_monolith_post_guard_squad)} true
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prior = 70
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on_hit = combat
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[walker@post_guard_2_teleport]
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corpse_detection_enabled = false
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gather_items_enabled = false
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path_walk = pri_a18_monolith_2_post_guard_walk
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on_info = walker@post_guard_2 %=teleport_npc(pri_a18_smart_terrain_pri_a18_monolith_2_post_guard_walk)%
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[walker@post_guard_2]
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corpse_detection_enabled = false
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gather_items_enabled = false
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path_walk = pri_a18_monolith_2_post_guard_walk
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path_look = pri_a18_monolith_2_post_guard_look
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out_restr = pri_a18_post_quard_out_restrictor
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combat_ignore_cond = true
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on_info = {+pri_a18_post_guard_combat} walker@post_guard_22
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on_info2 = {=enemy_in_zone(pri_a18_enter_restrictor)} %+pri_a18_post_guard_combat%
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[walker@post_guard_22]
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corpse_detection_enabled = false
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gather_items_enabled = false
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path_walk = pri_a18_monolith_2_post_guard_walk
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out_restr = pri_a18_post_quard_out_restrictor
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;-------------
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[logic@monolith_post_guard_3]
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active = walker@post_guard_3_teleport
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suitable = {=target_squad_name(pri_a18_monolith_post_guard_squad)} true
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prior = 70
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on_hit = combat
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[walker@post_guard_3_teleport]
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corpse_detection_enabled = false
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gather_items_enabled = false
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path_walk = pri_a18_monolith_3_post_guard_walk
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on_info = walker@post_guard_3 %=teleport_npc(pri_a18_smart_terrain_pri_a18_monolith_3_post_guard_walk)%
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[walker@post_guard_3]
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corpse_detection_enabled = false
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gather_items_enabled = false
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path_walk = pri_a18_monolith_3_post_guard_walk
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path_look = pri_a18_monolith_3_post_guard_look
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out_restr = pri_a18_post_quard_out_restrictor
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combat_ignore_cond = true
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on_info = {+pri_a18_post_guard_combat} walker@post_guard33
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on_info2 = {=enemy_in_zone(pri_a18_enter_restrictor)} %+pri_a18_post_guard_combat%
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[walker@post_guard33]
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corpse_detection_enabled = false
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gather_items_enabled = false
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path_walk = pri_a18_monolith_3_post_guard_walk
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out_restr = pri_a18_post_quard_out_restrictor
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;-------------
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[logic@monolith_post_guard_4]
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active = walker@post_guard_4_teleport
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suitable = {=target_squad_name(pri_a18_monolith_post_guard_squad)} true
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prior = 70
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on_hit = combat
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[walker@post_guard_4_teleport]
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corpse_detection_enabled = false
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gather_items_enabled = false
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path_walk = pri_a18_monolith_4_post_guard_walk
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on_info = patrol@post_guard_1 %=teleport_npc(pri_a18_smart_terrain_pri_a18_monolith_4_post_guard_walk)%
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[patrol@post_guard_1]
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corpse_detection_enabled = false
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gather_items_enabled = false
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path_walk = pri_a18_monolith_4_post_guard_walk
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path_look = pri_a18_monolith_4_post_guard_look
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out_restr = pri_a18_post_quard_out_restrictor
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combat_ignore_cond = true
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on_info = {+pri_a18_post_guard_combat} patrol@post_guard_11
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on_info2 = {=enemy_in_zone(pri_a18_enter_restrictor)} %+pri_a18_post_guard_combat%
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[patrol@post_guard_11]
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corpse_detection_enabled = false
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gather_items_enabled = false
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path_walk = pri_a18_monolith_4_post_guard_walk
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out_restr = pri_a18_post_quard_out_restrictor
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;-------------
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[logic@monolith_post_guard_5]
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active = walker@post_guard_5_teleport
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suitable = {=target_squad_name(pri_a18_monolith_post_guard_squad)} true
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prior = 70
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on_hit = combat
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[walker@post_guard_5_teleport]
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corpse_detection_enabled = false
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gather_items_enabled = false
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path_walk = pri_a18_monolith_5_post_guard_walk
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on_info = patrol@post_guard_2 %=teleport_npc(pri_a18_smart_terrain_pri_a18_monolith_5_post_guard_walk)%
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[patrol@post_guard_2]
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corpse_detection_enabled = false
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gather_items_enabled = false
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path_walk = pri_a18_monolith_5_post_guard_walk
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path_look = pri_a18_monolith_5_post_guard_look
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out_restr = pri_a18_post_quard_out_restrictor
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combat_ignore_cond = true
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on_info = {+pri_a18_post_guard_combat} patrol@post_guard_22
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on_info2 = {=enemy_in_zone(pri_a18_enter_restrictor)} %+pri_a18_post_guard_combat%
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[patrol@post_guard_22]
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corpse_detection_enabled = false
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gather_items_enabled = false
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path_walk = pri_a18_monolith_5_post_guard_walk
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out_restr = pri_a18_post_quard_out_restrictor
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;-------------
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[logic@pri_a18_monolith_corridor]
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active = walker@post_guard_6_teleport
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suitable = {=target_squad_name(pri_a18_monolith_corridor_squad)} true
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prior = 70
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[walker@post_guard_6_teleport]
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corpse_detection_enabled = false
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path_walk = monolith_corridor_walk
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on_info = camper@corridor %=teleport_npc(pri_a18_smart_terrain_monolith_corridor_walk)%
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[camper@corridor]
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corpse_detection_enabled = false
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gather_items_enabled = false
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path_walk = monolith_corridor_walk
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path_look = monolith_corridor_look
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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radius = 0
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on_info = {=see_actor} walker@corridor_2
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[walker@corridor_2]
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in_restr = pri_a18_monolith_trance_restrictor
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corpse_detection_enabled = false
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gather_items_enabled = false
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path_walk = monolith_corridor_walk
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path_look = monolith_corridor_look
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;-------------
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[logic@pri_a18_monolith_2nd_corridor_1]
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active = walker@monolith_2nd_corridor_1_teleport
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suitable = {=target_squad_name(pri_a18_monolith_2nd_corridor_squad)} true
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prior = 200
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[walker@monolith_2nd_corridor_1_teleport]
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corpse_detection_enabled = false
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gather_items_enabled = false
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path_walk = pri_a18_monolith_2nd_corridor_walk_1
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on_info = walker@monolith_2nd_corridor_wait_1 %=teleport_npc(pri_a18_smart_terrain_pri_a18_monolith_2nd_corridor_walk_1)%
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[walker@monolith_2nd_corridor_wait_1]
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corpse_detection_enabled = false
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gather_items_enabled = false
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path_walk = pri_a18_monolith_2nd_corridor_walk_1
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path_look = pri_a18_monolith_2nd_corridor_look
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
|
||||
in_restr = pri_a18_monolith_trance_restrictor
|
||||
on_info = {!squad_exist(pri_a18_monolith_corridor_squad) =enemy_in_zone(pri_a18_corridor_man_fire_zone)} walker@monolith_2nd_corridor_wait_1_2
|
||||
on_info2 = {=enemy_in_zone(pri_surge_hide_a18_2)} walker@monolith_2nd_corridor_wait_1_2
|
||||
|
||||
[walker@monolith_2nd_corridor_wait_1_2]
|
||||
corpse_detection_enabled = false
|
||||
gather_items_enabled = false
|
||||
def_state_moving = assault
|
||||
path_walk = pri_a18_monolith_2nd_corridor_attack_walk
|
||||
Loading…
Add table
Add a link
Reference in a new issue