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

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;4 floor group 1
[logic@pri_b306_monolith_5_1]
active = walker@pri_b306_monolith_5_1
suitable = {=target_squad_name(pri_b306_4_floor_monolith)}
prior = 200
[walker@pri_b306_monolith_5_1]
path_walk = monolith_5_1_walk
path_look = monolith_5_1_look
no_retreat = true
def_state_standing = hide_na
;out_restr = pri_b306_sr_4_floor
;in_restr = pri_b306_sr_in
on_info = {=see_actor} walker@pri_b306_monolith_5_1_norestr
combat_ignore_cond = {!actor_in_zone(pri_b306_sr_4_floor)} true
[walker@pri_b306_monolith_5_1_norestr]
path_walk = monolith_5_1_walk
[logic@pri_b306_monolith_5_2]
active = walker@pri_b306_monolith_5_2
suitable = {=target_squad_name(pri_b306_4_floor_monolith)}
prior = 200
[walker@pri_b306_monolith_5_2]
path_walk = monolith_5_2_walk
path_look = monolith_5_2_look
no_retreat = true
def_state_standing = hide_na
;out_restr = pri_b306_sr_4_floor
;in_restr = pri_b306_sr_in
on_info = {=see_actor} walker@pri_b306_monolith_5_2_norestr
combat_ignore_cond = {!actor_in_zone(pri_b306_sr_4_floor)} true
[walker@pri_b306_monolith_5_2_norestr]
path_walk = monolith_5_2_walk
;4 floor group 2
[logic@pri_b306_monolith_5_3]
active = walker@pri_b306_monolith_5_3
suitable = {=target_squad_name(pri_b306_4_floor_monolith_2)}
prior = 200
[walker@pri_b306_monolith_5_3]
path_walk = monolith_5_3_walk
path_look = monolith_5_3_look
no_retreat = true
def_state_standing = hide_na
out_restr = pri_b306_sr_4_floor_2
;in_restr = pri_b306_sr_in
on_info = {=actor_in_zone(pri_b306_sr_4_floor)} walker@pri_b306_monolith_5_3_norestr
on_info2 = {=see_actor} walker@pri_b306_monolith_5_3_norestr
combat_ignore_cond = {!actor_in_zone(pri_b306_sr_4_floor_2)} true
[walker@pri_b306_monolith_5_3_norestr]
path_walk = monolith_5_3_walk
[logic@pri_b306_monolith_5_4]
active = walker@pri_b306_monolith_5_4
suitable = {=target_squad_name(pri_b306_4_floor_monolith_2)}
prior = 200
[walker@pri_b306_monolith_5_4]
path_walk = monolith_5_4_walk
path_look = monolith_5_4_look
no_retreat = true
def_state_standing = hide_na
out_restr = pri_b306_sr_4_floor_2
;in_restr = pri_b306_sr_in
on_info = {=actor_in_zone(pri_b306_sr_4_floor)} walker@pri_b306_monolith_5_4_norestr
on_info2 = {=see_actor} walker@pri_b306_monolith_5_4_norestr
combat_ignore_cond = {!actor_in_zone(pri_b306_sr_4_floor_2)} true
[walker@pri_b306_monolith_5_4_norestr]
path_walk = monolith_5_4_walk
;3rd floor monolith squad
[logic@pri_b306_monolith_4_1]
active = walker@pri_b306_monolith_4_1
suitable = {=target_squad_name(pri_b306_3_floor_monolith)}
prior = 200
[walker@pri_b306_monolith_4_1]
path_walk = monolith_4_1_walk
path_look = monolith_4_1_look
no_retreat = true
def_state_standing = hide_na
out_restr = pri_b306_sr_3_floor
;in_restr = pri_b306_sr_in
on_info = {=actor_in_zone(pri_b306_sr_4_floor_2)} walker@pri_b306_monolith_4_1_norestr
on_info2 = {=see_actor} walker@pri_b306_monolith_4_1_norestr
combat_ignore_cond = {!actor_in_zone(pri_b306_sr_3_floor)} true
[walker@pri_b306_monolith_4_1_norestr]
path_walk = monolith_4_1_walk
[logic@pri_b306_monolith_4_2]
active = walker@pri_b306_monolith_4_2
suitable = {=target_squad_name(pri_b306_3_floor_monolith)}
prior = 200
[walker@pri_b306_monolith_4_2]
path_walk = monolith_4_2_walk
path_look = monolith_4_2_look
no_retreat = true
def_state_standing = hide_na
out_restr = pri_b306_sr_3_floor
;in_restr = pri_b306_sr_in
on_info = {=actor_in_zone(pri_b306_sr_4_floor_2)} walker@pri_b306_monolith_4_2_norestr
on_info2 = {=see_actor} walker@pri_b306_monolith_4_2_norestr
combat_ignore_cond = {!actor_in_zone(pri_b306_sr_3_floor)} true
[walker@pri_b306_monolith_4_2_norestr]
path_walk = monolith_4_2_walk
[logic@pri_b306_monolith_4_3]
active = walker@pri_b306_monolith_4_3
suitable = {=target_squad_name(pri_b306_3_floor_monolith)}
prior = 200
[walker@pri_b306_monolith_4_3]
path_walk = monolith_4_3_walk
path_look = monolith_4_1_look
no_retreat = true
def_state_standing = hide_na
out_restr = pri_b306_sr_3_floor
;in_restr = pri_b306_sr_in
on_info = {=actor_in_zone(pri_b306_sr_4_floor_2)} walker@pri_b306_monolith_4_3_norestr
on_info2 = {=see_actor} walker@pri_b306_monolith_4_3_norestr
combat_ignore_cond = {!actor_in_zone(pri_b306_sr_3_floor)} true
[walker@pri_b306_monolith_4_3_norestr]
path_walk = monolith_4_3_walk
[logic@pri_b306_monolith_4_4]
active = walker@pri_b306_monolith_4_4
suitable = {=target_squad_name(pri_b306_3_floor_monolith)}
prior = 200
[walker@pri_b306_monolith_4_4]
path_walk = monolith_4_4_walk
path_look = monolith_4_1_look
no_retreat = true
def_state_standing = hide_na
out_restr = pri_b306_sr_3_floor
;in_restr = pri_b306_sr_in
on_info = {=actor_in_zone(pri_b306_sr_4_floor_2)} walker@pri_b306_monolith_4_4_norestr
on_info2 = {=see_actor} walker@pri_b306_monolith_4_4_norestr
combat_ignore_cond = {!actor_in_zone(pri_b306_sr_3_floor)} true
[walker@pri_b306_monolith_4_4_norestr]
path_walk = monolith_4_4_walk
;3 floor wc zombied
[logic@pri_b306_zombied_4_1]
active = walker@pri_b306_zombied_4_1
suitable = {=target_squad_name(pri_b306_3_floor_zombied)}
prior = 200
[walker@pri_b306_zombied_4_1]
path_walk = zombied_4_1_walk
;danger = danger@short_danger
out_restr = pri_b306_sr_wc_zombie
;2nd floor monolith squad
[logic@pri_b306_monolith_3_1]
active = walker@pri_b306_monolith_3_1
suitable = {=target_squad_name(pri_b306_2_floor_monolith)}
prior = 200
[walker@pri_b306_monolith_3_1]
path_walk = monolith_3_1_walk
path_look = monolith_3_1_look
no_retreat = true
def_state_standing = hide_na
;out_restr = pri_b306_sr_2_floor
;in_restr = pri_b306_sr_in
on_info = {=actor_in_zone(pri_b306_sr_3_floor)} walker@pri_b306_monolith_3_1_norestr
on_info2 = {=see_actor} walker@pri_b306_monolith_3_1_norestr
combat_ignore_cond = {!actor_in_zone(pri_b306_sr_2_floor)} true
[walker@pri_b306_monolith_3_1_norestr]
path_walk = monolith_3_1_walk
[logic@pri_b306_monolith_3_2]
active = walker@pri_b306_monolith_3_2
suitable = {=target_squad_name(pri_b306_2_floor_monolith)}
prior = 200
[walker@pri_b306_monolith_3_2]
path_walk = monolith_3_2_walk
path_look = monolith_3_1_look
no_retreat = true
def_state_standing = hide_na
;out_restr = pri_b306_sr_2_floor
;in_restr = pri_b306_sr_in
on_info = {=actor_in_zone(pri_b306_sr_3_floor)} walker@pri_b306_monolith_3_2_norestr
on_info2 = {=see_actor} walker@pri_b306_monolith_3_2_norestr
combat_ignore_cond = {!actor_in_zone(pri_b306_sr_2_floor)} true
[walker@pri_b306_monolith_3_2_norestr]
path_walk = monolith_3_2_walk
[logic@pri_b306_monolith_3_3]
active = walker@pri_b306_monolith_3_3
suitable = {=target_squad_name(pri_b306_2_floor_monolith)}
prior = 200
[walker@pri_b306_monolith_3_3]
path_walk = monolith_3_3_walk
path_look = monolith_3_3_look
no_retreat = true
def_state_standing = hide_na
;out_restr = pri_b306_sr_2_floor
;in_restr = pri_b306_sr_in
on_info = {=actor_in_zone(pri_b306_sr_3_floor)} walker@pri_b306_monolith_3_3_norestr
on_info2 = {=see_actor} walker@pri_b306_monolith_3_3_norestr
combat_ignore_cond = {!actor_in_zone(pri_b306_sr_2_floor)} true
[walker@pri_b306_monolith_3_3_norestr]
path_walk = monolith_3_3_walk
[logic@pri_b306_monolith_3_4]
active = walker@pri_b306_monolith_3_4
suitable = {=target_squad_name(pri_b306_2_floor_monolith)}
prior = 200
[walker@pri_b306_monolith_3_4]
path_walk = monolith_3_4_walk
path_look = monolith_3_4_look
no_retreat = true
def_state_standing = hide_na
;out_restr = pri_b306_sr_2_floor
;in_restr = pri_b306_sr_in
on_info = {=actor_in_zone(pri_b306_sr_3_floor)} walker@pri_b306_monolith_3_4_norestr
on_info2 = {=see_actor} walker@pri_b306_monolith_3_4_norestr
combat_ignore_cond = {!actor_in_zone(pri_b306_sr_2_floor)} true
[walker@pri_b306_monolith_3_4_norestr]
path_walk = monolith_3_4_walk
;2nd floor zombies
[logic@pri_b306_zombied_3_1]
active = walker@pri_b306_zombied_3_1
suitable = {=target_squad_name(pri_b306_2_floor_zombied)}
prior = 200
[walker@pri_b306_zombied_3_1]
path_walk = zombied_3_1_walk
path_look = zombied_3_1_look
;danger = danger@short_danger
;out_restr = pri_b306_sr_2_floor_2
on_info = {=actor_in_zone(pri_b306_sr_2_floor)} walker@pri_b306_zombied_3_1_norestr
[walker@pri_b306_zombied_3_1_norestr]
path_walk = zombied_3_1_walk
[logic@pri_b306_zombied_3_2]
active = walker@pri_b306_zombied_3_2
suitable = {=target_squad_name(pri_b306_2_floor_zombied)}
prior = 200
[walker@pri_b306_zombied_3_2]
path_walk = zombied_3_2_walk
path_look = zombied_3_2_look
;danger = danger@short_danger
;out_restr = pri_b306_sr_2_floor_2
on_info = {=actor_in_zone(pri_b306_sr_2_floor)} walker@pri_b306_zombied_3_2_norestr
[walker@pri_b306_zombied_3_2_norestr]
path_walk = zombied_3_2_walk
[logic@pri_b306_zombied_3_3]
active = walker@pri_b306_zombied_3_3
suitable = {=target_squad_name(pri_b306_2_floor_zombied)}
prior = 200
[walker@pri_b306_zombied_3_3]
path_walk = zombied_3_3_walk
path_look = zombied_3_3_look
;danger = danger@short_danger
;out_restr = pri_b306_sr_2_floor_2
on_info = {=actor_in_zone(pri_b306_sr_2_floor)} walker@pri_b306_zombied_3_3_norestr
[walker@pri_b306_zombied_3_3_norestr]
path_walk = zombied_3_3_walk
[logic@pri_b306_zombied_3_4]
active = walker@pri_b306_zombied_3_4
suitable = {=target_squad_name(pri_b306_2_floor_zombied)}
prior = 200
[walker@pri_b306_zombied_3_4]
path_walk = zombied_3_4_walk
path_look = zombied_3_4_look
;danger = danger@short_danger
;out_restr = pri_b306_sr_2_floor_2
on_info = {=actor_in_zone(pri_b306_sr_2_floor)} walker@pri_b306_zombied_3_4_norestr
[walker@pri_b306_zombied_3_4_norestr]
path_walk = zombied_3_4_walk
[logic@pri_b306_zombied_3_5]
active = walker@pri_b306_zombied_3_5
suitable = {=target_squad_name(pri_b306_2_floor_zombied)}
prior = 200
[walker@pri_b306_zombied_3_5]
path_walk = zombied_3_5_walk
path_look = zombied_3_5_look
;danger = danger@short_danger
;out_restr = pri_b306_sr_2_floor_2
on_info = {=actor_in_zone(pri_b306_sr_2_floor)} walker@pri_b306_zombied_3_5_norestr
[walker@pri_b306_zombied_3_5_norestr]
path_walk = zombied_3_5_walk
;;zombied 1st floor
[logic@pri_b306_zombied_2_1]
active = walker@pri_b306_zombied_2_1
suitable = {=target_squad_name(pri_b306_1_floor_zombied)}
prior = 200
[walker@pri_b306_zombied_2_1]
path_walk = zombied_2_1_walk
path_look = zombied_2_1_look
;danger = danger@short_danger
[logic@pri_b306_zombied_2_2]
active = walker@pri_b306_zombied_2_2
suitable = {=target_squad_name(pri_b306_1_floor_zombied)}
prior = 200
[walker@pri_b306_zombied_2_2]
path_walk = zombied_2_2_walk
path_look = zombied_2_1_look
;danger = danger@short_danger
[logic@pri_b306_zombied_2_3]
active = walker@pri_b306_zombied_2_3
suitable = {=target_squad_name(pri_b306_1_floor_zombied)}
prior = 200
[walker@pri_b306_zombied_2_3]
path_walk = zombied_2_3_walk
path_look = zombied_2_3_look
;danger = danger@short_danger
[logic@pri_b306_zombied_2_4]
active = walker@pri_b306_zombied_2_4
suitable = {=target_squad_name(pri_b306_1_floor_zombied)}
prior = 200
[walker@pri_b306_zombied_2_4]
path_walk = zombied_2_4_walk
path_look = zombied_2_3_look
;danger = danger@short_danger
[logic@pri_b306_zombied_2_5]
active = walker@pri_b306_zombied_2_5
suitable = {=target_squad_name(pri_b306_1_floor_zombied_2)}
prior = 200
[walker@pri_b306_zombied_2_5]
path_walk = zombied_2_5_walk
path_look = zombied_2_5_look
;danger = danger@short_danger
[logic@pri_b306_zombied_2_6]
active = walker@pri_b306_zombied_2_6
suitable = {=target_squad_name(pri_b306_1_floor_zombied_2)}
prior = 200
[walker@pri_b306_zombied_2_6]
path_walk = zombied_2_6_walk
path_look = zombied_2_6_look
;danger = danger@short_danger
[logic@pri_b306_zombied_2_7]
active = walker@pri_b306_zombied_2_7
suitable = {=target_squad_name(pri_b306_1_floor_zombied_2)}
prior = 200
[walker@pri_b306_zombied_2_7]
path_walk = zombied_2_7_walk
path_look = zombied_2_7_look
;danger = danger@short_danger
[logic@pri_b306_zombied_2_8]
active = walker@pri_b306_zombied_2_8
suitable = {=target_squad_name(pri_b306_1_floor_zombied_2)}
prior = 200
[walker@pri_b306_zombied_2_8]
path_walk = zombied_2_8_walk
path_look = zombied_2_8_look
;danger = danger@short_danger
;[danger@short_danger]
;ignore_distance = 15
;danger_inertion_time_grenade = 10000
;danger_inertion_time_hit = 5000
;danger_inertion_time_sound = 3000
;danger_inertion_time_ricochet = 0