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286
gamedata/configs/scripts/zaton/zat_b38_sleeper_bloodsuckers.ltx
Normal file
286
gamedata/configs/scripts/zaton/zat_b38_sleeper_bloodsuckers.ltx
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[mob_walker@def_sleep]
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path_look = sleeper_bloodsuckers_spawn
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out_restr = zat_b38_sleepers_territory
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combat_ignore_cond = true
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on_sound = actor|WPN_shoot|10|0.9| %+zat_b38_bloodscukers_sleepers_stand_up% ;Óñëûøèò âñå, êðîìå ïèñòîëåòà ñ ãëóøèòåëåì
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on_sound2 = actor|WPN_hit|10|0| %+zat_b38_bloodscukers_sleepers_stand_up%
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on_sound3 = actor|MST_damage|10|0.9| %+zat_b38_bloodscukers_sleepers_stand_up%
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on_sound4 = actor|MST_step|10|0.1| %+zat_b38_bloodscukers_sleepers_stand_up%
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on_sound5 = actor|MST_die|10|0| %+zat_b38_bloodscukers_sleepers_stand_up%
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on_sound6 = actor|WPN_empty|10|0.3| %+zat_b38_bloodscukers_sleepers_stand_up% ;Ïðèìåðíî ñ 3õ ìåòðîâ óñëûøèò
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on_sound7 = actor|WPN_reload|10|0.3| %+zat_b38_bloodscukers_sleepers_stand_up% ;Ïðèìåðíî ñ 3õ ìåòðîâ óñëûøèò
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on_info66 = {+zat_b57_roar_play} %=kill_npc()%
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[death]
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on_info = %=inc_counter(zat_b57_terminated)%
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;****************************< 1 >***************************
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[logic@sleeper_bloodsucker_1]
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active = mob_walker@pre_sleep_1
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suitable = {=target_squad_name(zat_b38_bloodsuckers_sleepers)} true
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monster_job = true
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prior = 200
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on_death = death
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[mob_walker@pre_sleep_1]
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path_walk = sleeper_bloodsucker_1_walk_1
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path_look = sleeper_bloodsuckers_spawn
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out_restr = zat_b38_sleepers_territory
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combat_ignore_cond = true
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on_info = {+zat_b38_underground_door_open} mob_walker@sleep_1 %=teleport_npc(zat_b38u_sleeper_bloodsucker_1_walk_1)%
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on_info2 = {-zat_b38_sleeper_state_1} %=set_bloodsucker_state(2) +zat_b38_sleeper_state_1 =teleport_npc(zat_b38u_sleeper_bloodsucker_1_walk_1) =set_visual_memory_enabled(0)%
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[mob_walker@sleep_1]:mob_walker@def_sleep
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path_walk = sleeper_bloodsucker_1_walk_1
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on_info = {+zat_b38_bloodscukers_sleepers_stand_up} mob_home@fight_1 %=set_bloodsucker_state(default) =release_force_sleep_animation =set_visual_memory_enabled(1)%
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on_info2 = %=set_force_sleep_animation(0)%
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[mob_home@fight_1]
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path_home = sleeper_bloodsuckers_spawn
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out_restr = zat_b38_sleepers_territory
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aggressive = true
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home_min_radius = 3
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home_max_radius = 80
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on_info = {=npc_in_zone(zat_b38_sleepers_territory) +zat_b57_roar_play} %=kill_npc()%
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on_actor_not_in_zone = zat_b38_sleepers_territory | mob_walker@sleep_1 %-zat_b38_bloodscukers_sleepers_stand_up -zat_b38_forced_anim_1 =teleport_npc(zat_b38u_sleeper_bloodsucker_1_walk_1)%
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;****************************< 2 >***************************
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[logic@sleeper_bloodsucker_2]
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active = mob_walker@pre_sleep_2
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suitable = {=target_squad_name(zat_b38_bloodsuckers_sleepers)} true
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monster_job = true
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prior = 200
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on_death = death
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[mob_walker@pre_sleep_2]
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path_walk = sleeper_bloodsucker_2_walk_1
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path_look = sleeper_bloodsuckers_spawn
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out_restr = zat_b38_sleepers_territory
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combat_ignore_cond = true
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on_info = {+zat_b38_underground_door_open} mob_walker@sleep_2 %=teleport_npc(zat_b38u_sleeper_bloodsucker_2_walk_1)%
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on_info2 = {-zat_b38_sleeper_state_2} %=set_bloodsucker_state(2) +zat_b38_sleeper_state_2 =teleport_npc(zat_b38u_sleeper_bloodsucker_2_walk_1) =set_visual_memory_enabled(0)%
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[mob_walker@sleep_2]:mob_walker@def_sleep
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path_walk = sleeper_bloodsucker_2_walk_1
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on_info = {+zat_b38_bloodscukers_sleepers_stand_up} mob_home@fight_2 %=set_bloodsucker_state(default) =release_force_sleep_animation =set_visual_memory_enabled(1)%
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on_info2 = %=set_force_sleep_animation(1)%
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[mob_home@fight_2]
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path_home = sleeper_bloodsuckers_spawn
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out_restr = zat_b38_sleepers_territory
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aggressive = true
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home_min_radius = 3
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home_max_radius = 80
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on_info = {=npc_in_zone(zat_b38_sleepers_territory) +zat_b57_roar_play} %=kill_npc()%
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on_actor_not_in_zone = zat_b38_sleepers_territory | mob_walker@sleep_2 %-zat_b38_bloodscukers_sleepers_stand_up -zat_b38_forced_anim_2 =teleport_npc(zat_b38u_sleeper_bloodsucker_2_walk_1)%
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;****************************< 3 >***************************
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[logic@sleeper_bloodsucker_3]
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active = mob_walker@pre_sleep_3
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suitable = {=target_squad_name(zat_b38_bloodsuckers_sleepers)} true
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monster_job = true
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prior = 200
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on_death = death
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[mob_walker@pre_sleep_3]
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path_walk = sleeper_bloodsucker_3_walk_1
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path_look = sleeper_bloodsuckers_spawn
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out_restr = zat_b38_sleepers_territory
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combat_ignore_cond = true
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on_info = {+zat_b38_underground_door_open} mob_walker@sleep_3 %=teleport_npc(zat_b38u_sleeper_bloodsucker_3_walk_1)%
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on_info2 = {-zat_b38_sleeper_state_3} %=set_bloodsucker_state(2) =teleport_npc(zat_b38u_sleeper_bloodsucker_3_walk_1) =set_visual_memory_enabled(0) +zat_b38_sleeper_state_3%
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[mob_walker@sleep_3]:mob_walker@def_sleep
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path_walk = sleeper_bloodsucker_3_walk_1
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on_info = {+zat_b38_bloodscukers_sleepers_stand_up} mob_home@fight_3 %=set_bloodsucker_state(default) =release_force_sleep_animation =set_visual_memory_enabled(1)%
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on_info2 = %=set_force_sleep_animation(0)%
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[mob_home@fight_3]
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path_home = sleeper_bloodsuckers_spawn
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out_restr = zat_b38_sleepers_territory
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aggressive = true
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home_min_radius = 3
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home_max_radius = 80
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on_info = {=npc_in_zone(zat_b38_sleepers_territory) +zat_b57_roar_play} %=kill_npc()%
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on_actor_not_in_zone = zat_b38_sleepers_territory | mob_walker@sleep_3 %-zat_b38_bloodscukers_sleepers_stand_up -zat_b38_forced_anim_3 =teleport_npc(zat_b38u_sleeper_bloodsucker_3_walk_1)%
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;****************************< 4 >***************************
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[logic@sleeper_bloodsucker_4]
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active = mob_walker@pre_sleep_4
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suitable = {=target_squad_name(zat_b38_bloodsuckers_sleepers)} true
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monster_job = true
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prior = 200
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on_death = death
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[mob_walker@pre_sleep_4]
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path_walk = sleeper_bloodsucker_4_walk_1
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path_look = sleeper_bloodsuckers_spawn
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out_restr = zat_b38_sleepers_territory
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combat_ignore_cond = true
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on_info = {+zat_b38_underground_door_open} mob_walker@sleep_4 %=teleport_npc(zat_b38u_sleeper_bloodsucker_4_walk_1)%
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on_info2 = {-zat_b38_sleeper_state_4} %=set_bloodsucker_state(2) =teleport_npc(zat_b38u_sleeper_bloodsucker_4_walk_1) =set_visual_memory_enabled(0) +zat_b38_sleeper_state_4%
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[mob_walker@sleep_4]:mob_walker@def_sleep
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path_walk = sleeper_bloodsucker_4_walk_1
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on_info = {+zat_b38_bloodscukers_sleepers_stand_up} mob_home@fight_4 %=set_bloodsucker_state(default) =release_force_sleep_animation =set_visual_memory_enabled(1)%
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on_info2 = %=set_force_sleep_animation(0)%
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[mob_home@fight_4]
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path_home = sleeper_bloodsuckers_spawn
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out_restr = zat_b38_sleepers_territory
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aggressive = true
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home_min_radius = 3
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home_max_radius = 80
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on_info = {=npc_in_zone(zat_b38_sleepers_territory) +zat_b57_roar_play} %=kill_npc()%
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on_actor_not_in_zone = zat_b38_sleepers_territory | mob_walker@sleep_4 %-zat_b38_bloodscukers_sleepers_stand_up -zat_b38_forced_anim_4 =teleport_npc(zat_b38u_sleeper_bloodsucker_4_walk_1)%
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;****************************< 5 >***************************
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[logic@sleeper_bloodsucker_5]
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active = mob_walker@pre_sleep_5
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suitable = {=target_squad_name(zat_b38_bloodsuckers_sleepers)} true
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monster_job = true
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prior = 200
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on_death = death
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[mob_walker@pre_sleep_5]
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path_walk = sleeper_bloodsucker_5_walk_1
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path_look = sleeper_bloodsuckers_spawn
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out_restr = zat_b38_sleepers_territory
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combat_ignore_cond = true
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on_info = {+zat_b38_underground_door_open} mob_walker@sleep_5 %=teleport_npc(zat_b38u_sleeper_bloodsucker_5_walk_1)%
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on_info2 = {-zat_b38_sleeper_state_5} %=set_bloodsucker_state(2) =teleport_npc(zat_b38u_sleeper_bloodsucker_5_walk_1) =set_visual_memory_enabled(0) +zat_b38_sleeper_state_5%
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[mob_walker@sleep_5]:mob_walker@def_sleep
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path_walk = sleeper_bloodsucker_5_walk_1
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on_info = {+zat_b38_bloodscukers_sleepers_stand_up} mob_home@fight_5 %=set_bloodsucker_state(default) =release_force_sleep_animation =set_visual_memory_enabled(1)%
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on_info2 = %=set_force_sleep_animation(1)%
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[mob_home@fight_5]
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path_home = sleeper_bloodsuckers_spawn
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out_restr = zat_b38_sleepers_territory
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aggressive = true
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home_min_radius = 3
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home_max_radius = 80
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on_info = {=npc_in_zone(zat_b38_sleepers_territory) +zat_b57_roar_play} %=kill_npc()%
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on_actor_not_in_zone = zat_b38_sleepers_territory | mob_walker@sleep_5 %-zat_b38_bloodscukers_sleepers_stand_up -zat_b38_forced_anim_5 =teleport_npc(zat_b38u_sleeper_bloodsucker_5_walk_1)%
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;****************************< 6 >***************************
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[logic@sleeper_bloodsucker_6]
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active = mob_walker@pre_sleep_6
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suitable = {=target_squad_name(zat_b38_bloodsuckers_sleepers)} true
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monster_job = true
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prior = 200
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on_death = death
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[mob_walker@pre_sleep_6]
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path_walk = sleeper_bloodsucker_6_walk_1
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path_look = sleeper_bloodsuckers_spawn
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out_restr = zat_b38_sleepers_territory
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combat_ignore_cond = true
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on_info = {+zat_b38_underground_door_open} mob_walker@sleep_6 %=teleport_npc(zat_b38u_sleeper_bloodsucker_6_walk_1)%
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on_info2 = {-zat_b38_sleeper_state_6} %=set_bloodsucker_state(2) =teleport_npc(zat_b38u_sleeper_bloodsucker_6_walk_1) =set_visual_memory_enabled(0) +zat_b38_sleeper_state_6%
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[mob_walker@sleep_6]:mob_walker@def_sleep
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path_walk = sleeper_bloodsucker_6_walk_1
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on_info = {+zat_b38_bloodscukers_sleepers_stand_up} mob_home@fight_6 %=set_bloodsucker_state(default) =release_force_sleep_animation =set_visual_memory_enabled(1)%
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on_info2 = %=set_force_sleep_animation(0)%
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[mob_home@fight_6]
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path_home = sleeper_bloodsuckers_spawn
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out_restr = zat_b38_sleepers_territory
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aggressive = true
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home_min_radius = 3
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home_max_radius = 80
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on_info = {=npc_in_zone(zat_b38_sleepers_territory) +zat_b57_roar_play} %=kill_npc()%
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on_actor_not_in_zone = zat_b38_sleepers_territory | mob_walker@sleep_6 %-zat_b38_bloodscukers_sleepers_stand_up -zat_b38_forced_anim_6 =teleport_npc(zat_b38u_sleeper_bloodsucker_6_walk_1)%
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;****************************< 7 >***************************
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[logic@sleeper_bloodsucker_7]
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active = mob_walker@pre_sleep_7
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suitable = {=target_squad_name(zat_b38_bloodsuckers_sleepers)} true
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monster_job = true
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prior = 200
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on_death = death
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[mob_walker@pre_sleep_7]
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path_walk = sleeper_bloodsucker_7_walk_1
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path_look = sleeper_bloodsuckers_spawn
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out_restr = zat_b38_sleepers_territory
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combat_ignore_cond = true
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on_info = {+zat_b38_underground_door_open} mob_walker@sleep_7 %=teleport_npc(zat_b38u_sleeper_bloodsucker_7_walk_1)%
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on_info2 = {-zat_b38_sleeper_state_7} %=set_bloodsucker_state(2) =teleport_npc(zat_b38u_sleeper_bloodsucker_7_walk_1) =set_visual_memory_enabled(0) +zat_b38_sleeper_state_7%
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[mob_walker@sleep_7]:mob_walker@def_sleep
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path_walk = sleeper_bloodsucker_7_walk_1
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on_info = {+zat_b38_bloodscukers_sleepers_stand_up} mob_home@fight_7 %=set_bloodsucker_state(default) =release_force_sleep_animation =set_visual_memory_enabled(1)%
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on_info2 = %=set_force_sleep_animation(1)%
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[mob_home@fight_7]
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path_home = sleeper_bloodsuckers_spawn
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out_restr = zat_b38_sleepers_territory
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aggressive = true
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home_min_radius = 3
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home_max_radius = 80
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on_info = {=npc_in_zone(zat_b38_sleepers_territory) +zat_b57_roar_play} %=kill_npc()%
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on_actor_not_in_zone = zat_b38_sleepers_territory | mob_walker@sleep_7 %-zat_b38_bloodscukers_sleepers_stand_up -zat_b38_forced_anim_7 =teleport_npc(zat_b38u_sleeper_bloodsucker_7_walk_1)%
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;****************************< 8 >***************************
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[logic@sleeper_bloodsucker_8]
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active = mob_walker@pre_sleep_8
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suitable = {=target_squad_name(zat_b38_bloodsuckers_sleepers)} true
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monster_job = true
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prior = 200
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on_death = death
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[mob_walker@pre_sleep_8]
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path_walk = sleeper_bloodsucker_8_walk_1
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path_look = sleeper_bloodsuckers_spawn
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out_restr = zat_b38_sleepers_territory
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combat_ignore_cond = true
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on_info = {+zat_b38_underground_door_open} mob_walker@sleep_8 %=teleport_npc(zat_b38u_sleeper_bloodsucker_8_walk_1)%
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on_info2 = {-zat_b38_sleeper_state_8} %=set_bloodsucker_state(2) =teleport_npc(zat_b38u_sleeper_bloodsucker_8_walk_1) =set_visual_memory_enabled(0) +zat_b38_sleeper_state_8%
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[mob_walker@sleep_8]:mob_walker@def_sleep
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path_walk = sleeper_bloodsucker_8_walk_1
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on_info = {+zat_b38_bloodscukers_sleepers_stand_up} mob_home@fight_8 %=set_bloodsucker_state(default) =release_force_sleep_animation =set_visual_memory_enabled(1)%
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on_info2 = %=set_force_sleep_animation(1)%
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[mob_home@fight_8]
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path_home = sleeper_bloodsuckers_spawn
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out_restr = zat_b38_sleepers_territory
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aggressive = true
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home_min_radius = 3
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home_max_radius = 80
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on_info = {=npc_in_zone(zat_b38_sleepers_territory) +zat_b57_roar_play} %=kill_npc()%
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on_actor_not_in_zone = zat_b38_sleepers_territory | mob_walker@sleep_8 %-zat_b38_bloodscukers_sleepers_stand_up -zat_b38_forced_anim_8 =teleport_npc(zat_b38u_sleeper_bloodsucker_8_walk_1)%
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;****************************< 9 >***************************
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[logic@sleeper_bloodsucker_9]
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active = mob_walker@pre_sleep_9
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suitable = {=target_squad_name(zat_b38_bloodsuckers_sleepers)} true
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monster_job = true
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prior = 200
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on_death = death
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[mob_walker@pre_sleep_9]
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path_walk = sleeper_bloodsucker_9_walk_1
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path_look = sleeper_bloodsuckers_spawn
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out_restr = zat_b38_sleepers_territory
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combat_ignore_cond = true
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on_info = {+zat_b38_underground_door_open} mob_walker@sleep_9 %=teleport_npc(zat_b38u_sleeper_bloodsucker_9_walk_1)%
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on_info2 = {-zat_b38_sleeper_state_9} %=set_bloodsucker_state(2) =teleport_npc(zat_b38u_sleeper_bloodsucker_9_walk_1) =set_visual_memory_enabled(0) +zat_b38_sleeper_state_9%
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[mob_walker@sleep_9]:mob_walker@def_sleep
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path_walk = sleeper_bloodsucker_9_walk_1
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on_info = {+zat_b38_bloodscukers_sleepers_stand_up} mob_home@fight_9 %=set_bloodsucker_state(default) =release_force_sleep_animation =set_visual_memory_enabled(1)%
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on_info2 = %=set_force_sleep_animation(0)%
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[mob_home@fight_9]
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path_home = sleeper_bloodsuckers_spawn
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out_restr = zat_b38_sleepers_territory
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aggressive = true
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home_min_radius = 3
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home_max_radius = 80
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on_info = {=npc_in_zone(zat_b38_sleepers_territory) +zat_b57_roar_play} %=kill_npc()%
|
||||
on_actor_not_in_zone = zat_b38_sleepers_territory | mob_walker@sleep_9 %-zat_b38_bloodscukers_sleepers_stand_up -zat_b38_forced_anim_9 =teleport_npc(zat_b38u_sleeper_bloodsucker_9_walk_1)%
|
||||
|
||||
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Reference in a new issue