add game&rawdata
This commit is contained in:
parent
0133cd976c
commit
49b34b5546
45731 changed files with 709831 additions and 0 deletions
227
gamedata/configs/scripts/zaton/zat_b7_stalker_victim.ltx
Normal file
227
gamedata/configs/scripts/zaton/zat_b7_stalker_victim.ltx
Normal file
|
|
@ -0,0 +1,227 @@
|
|||
[logic@zat_b7_stalker_victim_sleeper_1]
|
||||
active = sleeper@sleeper_1
|
||||
prior = 30
|
||||
suitable = {=target_squad_name(zat_b7_stalkers_victims_1) -zat_b7_stalkers_victims_prepare} true, {+zat_b7_task_end} true
|
||||
|
||||
[sleeper@sleeper_1]
|
||||
path_main = stalker_victim_sleeper_1
|
||||
meet = no_meet
|
||||
|
||||
|
||||
[logic@zat_b7_stalker_victim_sleeper_2]
|
||||
active = sleeper@sleeper_2
|
||||
prior = 30
|
||||
suitable = {=target_squad_name(zat_b7_stalkers_victims_1) -zat_b7_stalkers_victims_prepare} true, {+zat_b7_task_end} true
|
||||
|
||||
[sleeper@sleeper_2]
|
||||
path_main = stalker_victim_sleeper_2
|
||||
meet = no_meet
|
||||
|
||||
|
||||
[logic@zat_b7_guard_walker]
|
||||
active = walker@zat_b7_guard_walker
|
||||
prior = 35
|
||||
suitable = {=target_squad_name(zat_b7_stalkers_victims_1) -zat_b7_stalkers_victims_prepare} true, {+zat_b7_task_end} true
|
||||
|
||||
[walker@zat_b7_guard_walker]
|
||||
path_walk = guard_walker_walk
|
||||
path_look = guard_walker_look
|
||||
def_state_moving = walk
|
||||
meet = no_meet
|
||||
|
||||
|
||||
[logic@zat_b7_stalker_victim_1]
|
||||
active = walker@start_1
|
||||
prior = 200
|
||||
suitable = {=is_alive(zat_b7_stalker_victim_1) =check_npc_name(zat_b7_stalker_victim_1)} true, {!is_alive(zat_b7_stalker_victim_1) =target_squad_name(zat_b7_stalkers_victims_1) =is_squad_commander} true
|
||||
|
||||
[walker@start_1]
|
||||
path_walk = stalker_victim_leader_walk
|
||||
path_look = stalker_victim_leader_look
|
||||
def_state_standing = sit
|
||||
meet = meet@start_1
|
||||
on_info = {+zat_b7_stalkers_raiders_attack +zat_b7_stalkers_victims_know_about_raid} camper@prepared_for_attack_1 %+zat_b7_stalkers_victims_prepare%
|
||||
on_info2 = {+zat_b7_actor_teleport +zat_b7_stalkers_victims_know_about_raid} camper@prepared_for_attack_1 %+zat_b7_stalkers_victims_prepare%
|
||||
|
||||
[meet@start_1]
|
||||
meet_dialog = {+zat_b7_raider_plan} zat_b7_stalkers_victims_dialog
|
||||
close_snd_hello = {+zat_b7_actor_help_stalkers +zat_b7_actor_really_helped_stalkers -zat_b7_sound_play} zat_b7_stalker_after_ok %+zat_b7_sound_play%, {+zat_b7_actor_help_stalkers -zat_b7_actor_really_helped_stalkers -zat_b7_sound_play} zat_b7_stalker_after_bad %+zat_b7_sound_play%, {=actor_has_weapon} meet_hide_weapon, meet_hello
|
||||
close_snd_bye = nil
|
||||
close_distance = 5
|
||||
close_anim = nil
|
||||
close_victim = nil
|
||||
far_distance = 10
|
||||
trade_enable = false
|
||||
close_victim = actor
|
||||
use = {=is_wounded} false, {=actor_enemy} false, {=has_enemy} false, {+zat_b7_actor_robbed} false, true
|
||||
snd_on_use = nil
|
||||
|
||||
[camper@prepared_for_attack_1]
|
||||
path_walk = stalker_victim_1_prepared_for_attack_walk
|
||||
path_look = stalker_victim_1_prepared_for_attack_look
|
||||
no_retreat = true
|
||||
meet = meet@start_1
|
||||
def_state_campering = hide
|
||||
def_state_moving = sprint
|
||||
def_state_moving_fire = sneak_fire
|
||||
radius = 0
|
||||
on_info = {+zat_b7_actor_help_stalkers} walker@end_1
|
||||
on_info2 = {=is_squad_enemy_to_actor(zat_b7_stalkers_raiders) -zat_b7_attack_started} camper@attack_1_leader %+zat_b7_attack_started =play_sound(zat_b7_stalkers_attack) =set_squads_enemies(zat_b7_stalkers_raiders:zat_b7_stalkers_victims_1)%
|
||||
on_info3 = {-zat_b7_attack_started =squad_in_zone(zat_b7_stalkers_raiders:zat_b7_sr_stalkers_victims_attack)} camper@attack_1_leader %+zat_b7_attack_started =play_sound(zat_b7_stalkers_attack) =set_squads_enemies(zat_b7_stalkers_raiders:zat_b7_stalkers_victims_1)%
|
||||
|
||||
[camper@attack_1_leader]
|
||||
path_walk = stalker_victim_1_attack_walk
|
||||
path_look = stalker_victim_1_attack_look
|
||||
no_retreat = true
|
||||
on_info = {+zat_b7_actor_help_stalkers} walker@end_1
|
||||
on_info2 = {!squad_exist(zat_b7_stalkers_raiders)} walker@end_1
|
||||
meet = no_meet
|
||||
def_state_moving = sneak_run
|
||||
def_state_moving_fire = sneak_fire
|
||||
radius = 0
|
||||
|
||||
[walker@end_1]
|
||||
path_walk = stalker_victim_leader_walk
|
||||
path_look = stalker_victim_leader_look
|
||||
def_state_standing = sit
|
||||
meet = meet@start_1
|
||||
corpse_detection_enabled = false
|
||||
wounded = wounded@no_wound
|
||||
|
||||
[wounded@no_wound]
|
||||
hp_state = 0 | wounded_heavy@help_heavy
|
||||
hp_state_see = 0 | wounded_heavy@help_heavy
|
||||
hp_victim = 0 | nil
|
||||
hp_cover = 0 | false
|
||||
hp_fight = 0 | false
|
||||
|
||||
|
||||
|
||||
[logic@zat_b7_stalker_victim_2]
|
||||
active = camper@prepared_for_attack_2
|
||||
prior = 100
|
||||
suitable = {=target_squad_name(zat_b7_stalkers_victims_1) +zat_b7_stalkers_victims_prepare -zat_b7_actor_help_stalkers} true
|
||||
|
||||
[camper@prepared_for_attack_2]
|
||||
path_walk = stalker_victim_2_prepared_for_attack_walk
|
||||
path_look = stalker_victim_2_prepared_for_attack_look
|
||||
no_retreat = true
|
||||
on_info = {+zat_b7_attack_started} camper@attack_2
|
||||
def_state_campering = hide
|
||||
def_state_moving = sprint
|
||||
def_state_moving_fire = sneak_fire
|
||||
radius = 10
|
||||
|
||||
|
||||
[logic@zat_b7_stalker_victim_3]
|
||||
active = camper@prepared_for_attack_3
|
||||
prior = 100
|
||||
suitable = {=target_squad_name(zat_b7_stalkers_victims_1) +zat_b7_stalkers_victims_prepare -zat_b7_actor_help_stalkers} true
|
||||
|
||||
[camper@prepared_for_attack_3]
|
||||
path_walk = stalker_victim_3_prepared_for_attack_walk
|
||||
path_look = stalker_victim_3_prepared_for_attack_look
|
||||
no_retreat = true
|
||||
on_info = {+zat_b7_attack_started} camper@attack_1
|
||||
def_state_campering = hide
|
||||
def_state_moving = sneak_run
|
||||
def_state_moving_fire = sneak_fire
|
||||
radius = 10
|
||||
|
||||
[camper@attack_1]
|
||||
path_walk = stalker_victim_1_attack_walk
|
||||
path_look = stalker_victim_1_attack_look
|
||||
no_retreat = true
|
||||
meet = no_meet
|
||||
def_state_moving = sneak_run
|
||||
def_state_moving_fire = sneak_fire
|
||||
radius = 10
|
||||
on_signal = path_end | walker@attack_1_1
|
||||
;danger = danger@no_danger
|
||||
|
||||
[walker@attack_1_1]
|
||||
path_walk = stalker_victim_2_attack_walk
|
||||
path_look = stalker_victim_2_attack_look
|
||||
meet = no_meet
|
||||
def_state_standing = hide_na
|
||||
|
||||
|
||||
[logic@zat_b7_stalker_victim_4]
|
||||
active = camper@prepared_for_attack_4
|
||||
prior = 100
|
||||
suitable = {=target_squad_name(zat_b7_stalkers_victims_1) +zat_b7_stalkers_victims_prepare -zat_b7_actor_help_stalkers} true
|
||||
|
||||
[camper@prepared_for_attack_4]
|
||||
path_walk = stalker_victim_4_prepared_for_attack_walk
|
||||
path_look = stalker_victim_4_prepared_for_attack_look
|
||||
no_retreat = true
|
||||
on_info = {+zat_b7_attack_started} camper@attack_1
|
||||
def_state_campering = hide
|
||||
def_state_moving = sprint
|
||||
def_state_moving_fire = sneak_fire
|
||||
radius = 10
|
||||
|
||||
|
||||
[logic@zat_b7_stalker_victim_5]
|
||||
active = camper@prepared_for_attack_5
|
||||
prior = 100
|
||||
suitable = {=target_squad_name(zat_b7_stalkers_victims_1) +zat_b7_stalkers_victims_prepare -zat_b7_actor_help_stalkers} true
|
||||
|
||||
[camper@prepared_for_attack_5]
|
||||
path_walk = stalker_victim_5_prepared_for_attack_walk
|
||||
path_look = stalker_victim_5_prepared_for_attack_look
|
||||
no_retreat = true
|
||||
on_info = {+zat_b7_attack_started} camper@attack_2
|
||||
def_state_campering = hide
|
||||
def_state_moving = sneak_run
|
||||
def_state_moving_fire = sneak_fire
|
||||
radius = 10
|
||||
|
||||
[camper@attack_2]
|
||||
path_walk = stalker_victim_2_attack_walk
|
||||
path_look = stalker_victim_2_attack_look
|
||||
no_retreat = true
|
||||
meet = no_meet
|
||||
def_state_moving = sneak_run
|
||||
def_state_moving_fire = sneak_fire
|
||||
radius = 10
|
||||
on_signal = path_end | walker@attack_2_1
|
||||
;danger = danger@no_danger
|
||||
|
||||
[walker@attack_2_1]
|
||||
path_walk = stalker_victim_1_attack_walk
|
||||
path_look = stalker_victim_1_attack_look
|
||||
meet = no_meet
|
||||
def_state_standing = hide_na
|
||||
|
||||
|
||||
[logic@zat_b7_stalker_victim_6]
|
||||
active = camper@prepared_for_attack_6
|
||||
prior = 100
|
||||
suitable = {=target_squad_name(zat_b7_stalkers_victims_1) +zat_b7_stalkers_victims_prepare -zat_b7_actor_help_stalkers} true
|
||||
|
||||
[camper@prepared_for_attack_6]
|
||||
path_walk = stalker_victim_6_prepared_for_attack_walk
|
||||
path_look = stalker_victim_6_prepared_for_attack_look
|
||||
no_retreat = true
|
||||
on_info = {+zat_b7_attack_started} camper@attack_1
|
||||
def_state_campering = hide
|
||||
def_state_moving = sneak_run
|
||||
def_state_moving_fire = sneak_fire
|
||||
radius = 10
|
||||
|
||||
|
||||
[logic@zat_b7_stalker_victim_7]
|
||||
active = camper@prepared_for_attack_7
|
||||
prior = 100
|
||||
suitable = {=target_squad_name(zat_b7_stalkers_victims_1) +zat_b7_stalkers_victims_prepare -zat_b7_actor_help_stalkers} true
|
||||
|
||||
[camper@prepared_for_attack_7]
|
||||
path_walk = stalker_victim_7_prepared_for_attack_walk
|
||||
path_look = stalker_victim_7_prepared_for_attack_look
|
||||
no_retreat = true
|
||||
on_info = {+zat_b7_attack_started} camper@attack_2
|
||||
def_state_campering = hide
|
||||
def_state_moving = sneak_run
|
||||
def_state_moving_fire = sneak_fire
|
||||
radius = 10
|
||||
Loading…
Add table
Add a link
Reference in a new issue