[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@jup_a12_merc_cover] active = walker@merc_cover_start post_combat_time = 0, 0 suitable = {=check_npc_name(jup_a12_merc_cover) -jup_a12_merc_attack_started} true prior = 200 [walker@merc_cover_start] path_walk = kamp_walker_walk path_look = kamp_walker_look def_state_moving = assault on_info = {+jup_a12_mercs_go_to_positions} walker@cover_walk_to_position %=play_sound(jup_a12_merc_lets_go)%, {!is_jup_a12_mercs_time} %+jup_a12_mercs_go_to_positions% on_info2 = {-jup_a12_merc_cover_in_merc_camp} %+jup_a12_merc_cover_in_merc_camp% meet = meet@cover_merc_kamp_meet combat_ignore_condition = {=check_enemy_smart(jup_a12)} true, {!actor_enemy =dist_to_actor_ge(50)} true, false gather_items_enabled = false corpse_detection_enabled = false wounded = wounded@no_wound [meet@cover_merc_kamp_meet] meet_dialog = jup_a12_stalker_give_art_dialog trade_enable = false snd_on_use = {=is_wounded} nil, {=actor_enemy} nil, {=has_enemy} meet_use_no_fight, {=actor_has_weapon} meet_use_no_weapon use = {=is_wounded} false, {=actor_enemy} false, {=has_enemy} false, {=actor_has_weapon} false, true [walker@cover_walk_to_position] path_walk = cover_to_position_walk path_look = cover_to_position_look def_state_moving = assault on_signal = path_end | walker@cover_walk_on_position %+jup_a12_merc_cover_to_position =play_sound(jup_a12_merc_cover_us) +jup_a12_bandit_guard_can_be_easily_killed% on_info = {+jup_a12_merc_cover_to_position} walker@cover_walk_on_position team = jup_a12_mercs meet = no_meet combat_ignore_condition = {=check_enemy_smart(jup_a12)} true, false gather_items_enabled = false corpse_detection_enabled = false wounded = wounded@no_wound [walker@cover_walk_on_position] path_walk = cover_on_position_walk path_look = cover_on_position_look def_state_moving = sneak_run on_signal = path_end | %+jup_a12_merc_cover_on_position =play_sound(jup_a12_merc_ready)% on_info = {+jup_a12_merc_cover_on_position} remark@cover_attack_guard team = jup_a12_mercs2 meet = no_meet combat_ignore_condition = {=check_enemy_smart(jup_a12)} true, false gather_items_enabled = false corpse_detection_enabled = false wounded = wounded@no_wound [remark@cover_attack_guard] anim = threat_fire on_game_timer = 100 | %+jup_a12_bandit_guard_killed% target = story | jup_a12_bandit_guard on_info = {+jup_a12_merc_attack_started} %=play_sound(jup_a12_merc_attack_started)% combat_ignore_cond = true meet = no_meet gather_items_enabled = false corpse_detection_enabled = false wounded = wounded@no_wound [logic@jup_a12_merc_cover_attack] active = camper@cover_attack_containers post_combat_time = 0, 0 suitable = {=check_npc_name(jup_a12_merc_cover) +jup_a12_merc_attack_started} true prior = 200 [camper@cover_attack_containers] path_walk = merc_cover_attack_containers_walk path_look = merc_cover_attack_containers_look def_state_moving = assault_fire def_state_moving_fire = assault_fire no_retreat = true on_signal = path_end | walker@cover_walk_to_hangar %+jup_a12_merc_cover_attacked_containers% on_info = {+jup_a12_merc_cover_attacked_containers} walker@cover_walk_to_hangar on_info2 = {+jup_a12_merc_attack_started -jup_a12_merc_attack_started_sound} %+jup_a12_merc_attack_started_sound =play_sound(jup_a12_merc_attack_started)% meet = no_meet gather_items_enabled = false corpse_detection_enabled = false wounded = wounded@no_wound [walker@cover_walk_to_hangar] path_walk = merc_cover_walk_to_hangar_walk path_look = merc_cover_walk_to_hangar_look on_actor_dist_ge_nvis = 150 | %+jup_a12_mercs_done% on_info = {+jup_a12_mercs_done} walker@cover_merc_kamp_after meet = meet@merc_hangar_meet gather_items_enabled = false corpse_detection_enabled = false wounded = wounded@no_wound def_state_moving = assault [meet@merc_hangar_meet] meet_dialog = jup_a12_merc_done_dialog trade_enable = false snd_on_use = {=is_wounded} nil, {=actor_enemy} nil, {=has_enemy} meet_use_no_fight, {=actor_has_weapon} meet_use_no_weapon use = {=is_wounded} false, {=actor_enemy} false, {=has_enemy} false, {=actor_has_weapon} false, true [walker@cover_merc_kamp_after] path_walk = merc_kamp_walker_walk path_look = merc_kamp_walker_look def_state_moving = assault meet = no_meet wounded = wounded@no_wound [logic@jup_a12_merc_left] active = walker@merc_left_start post_combat_time = 0, 0 suitable = {=target_squad_name(jup_a12_merc_stalker_squad) !check_npc_name(jup_a12_merc_cover) -jup_a12_merc_attack_started} true prior = 200 [walker@merc_left_start] path_walk = kamp_walker_1_walk path_look = kamp_walker_look def_state_moving = assault on_info = {+jup_a12_mercs_go_to_positions} walker@left_walk_to_position meet = no_meet combat_ignore_condition = {=check_enemy_smart(jup_a12)} true, {!actor_enemy =dist_to_actor_ge(50)} true, false gather_items_enabled = false corpse_detection_enabled = false wounded = wounded@no_wound [walker@left_walk_to_position] path_walk = left_to_position_walk path_look = left_to_position_look def_state_moving = assault on_signal = path_end | walker@left_walk_on_position %+jup_a12_merc_left_to_position +jup_a12_bandit_guard_can_be_easily_killed% on_info = {+jup_a12_merc_left_to_position} walker@left_walk_on_position team = jup_a12_mercs meet = no_meet combat_ignore_condition = {=check_enemy_smart(jup_a12)} true, false gather_items_enabled = false corpse_detection_enabled = false wounded = wounded@no_wound [walker@left_walk_on_position] path_walk = left_on_position_walk path_look = left_on_position_look def_state_moving = sneak_run on_signal = on_pos | %=play_sound(jup_a12_merc_ready)% on_info = {+jup_a12_merc_attack_started} %=play_sound(jup_a12_merc_attack_started)% team = jup_a12_mercs2 meet = no_meet combat_ignore_condition = {=check_enemy_smart(jup_a12)} true, false gather_items_enabled = false corpse_detection_enabled = false wounded = wounded@no_wound [logic@jup_a12_merc_left_attack] active = camper@left_attack_containers post_combat_time = 0, 0 suitable = {=target_squad_name(jup_a12_merc_stalker_squad) !check_npc_name(jup_a12_merc_cover) +jup_a12_merc_attack_started} true prior = 200 [camper@left_attack_containers] path_walk = merc_left_attack_containers_walk path_look = merc_left_attack_containers_look def_state_moving = assault_fire def_state_moving_fire = assault_fire no_retreat = true on_signal = path_end | walker@left_walk_to_hangar %+jup_a12_merc_left_attacked_containers% on_info = {+jup_a12_merc_left_attacked_containers} walker@left_walk_to_hangar meet = no_meet gather_items_enabled = false corpse_detection_enabled = false wounded = wounded@no_wound [walker@left_walk_to_hangar] path_walk = merc_left_walk_to_hangar_walk path_look = merc_left_walk_to_hangar_look on_actor_dist_ge_nvis = 150 | %+jup_a12_mercs_done% on_info = {+jup_a12_mercs_done} walker@left_merc_kamp_after meet = meet@merc_hangar_meet gather_items_enabled = false corpse_detection_enabled = false wounded = wounded@no_wound def_state_moving = assault [walker@left_merc_kamp_after] path_walk = merc_kamp_walker_1_walk path_look = merc_kamp_walker_look def_state_moving = assault meet = no_meet wounded = wounded@no_wound [logic@jup_a12_merc_right] active = walker@merc_right_start post_combat_time = 0, 0 suitable = {=target_squad_name(jup_a12_merc_stalker_squad) !check_npc_name(jup_a12_merc_cover) -jup_a12_merc_attack_started} true prior = 200 [walker@merc_right_start] path_walk = kamp_walker_2_walk path_look = kamp_walker_look def_state_moving = assault on_info = {+jup_a12_mercs_go_to_positions} walker@right_walk_to_position meet = no_meet combat_ignore_condition = {=check_enemy_smart(jup_a12)} true, {!actor_enemy =dist_to_actor_ge(50)} true, false gather_items_enabled = false corpse_detection_enabled = false wounded = wounded@no_wound [walker@right_walk_to_position] path_walk = right_to_position_walk path_look = right_to_position_look def_state_moving = assault on_signal = path_end | walker@right_walk_on_position %+jup_a12_merc_right_to_position +jup_a12_bandit_guard_can_be_easily_killed% on_info = {+jup_a12_merc_right_to_position} walker@right_walk_on_position team = jup_a12_mercs meet = no_meet combat_ignore_condition = {=check_enemy_smart(jup_a12)} true, false gather_items_enabled = false corpse_detection_enabled = false wounded = wounded@no_wound [walker@right_walk_on_position] path_walk = right_on_position_walk path_look = right_on_position_look def_state_moving = sneak_run on_signal = on_pos | %=play_sound(jup_a12_merc_ready)% on_info = {+jup_a12_merc_attack_started} %=play_sound(jup_a12_merc_attack_started)% team = jup_a12_mercs2 meet = no_meet combat_ignore_condition = {=check_enemy_smart(jup_a12)} true, false gather_items_enabled = false corpse_detection_enabled = false wounded = wounded@no_wound [logic@jup_a12_merc_right_attack] active = camper@right_attack_containers post_combat_time = 0, 0 suitable = {=target_squad_name(jup_a12_merc_stalker_squad) !check_npc_name(jup_a12_merc_cover) +jup_a12_merc_attack_started} true prior = 200 [camper@right_attack_containers] path_walk = merc_right_attack_containers_walk path_look = merc_right_attack_containers_look def_state_moving = assault_fire def_state_moving_fire = assault_fire no_retreat = true on_signal = path_end | %+jup_a12_merc_right_attacked_containers% on_info = {+jup_a12_merc_right_attacked_containers} walker@right_walk_to_hangar meet = no_meet gather_items_enabled = false corpse_detection_enabled = false wounded = wounded@no_wound [walker@right_walk_to_hangar] path_walk = merc_right_walk_to_hangar_walk path_look = merc_right_walk_to_hangar_look on_actor_dist_ge_nvis = 150 | %+jup_a12_mercs_done% on_info = {+jup_a12_mercs_done} walker@right_merc_kamp_after meet = meet@merc_hangar_meet gather_items_enabled = false corpse_detection_enabled = false wounded = wounded@no_wound def_state_moving = assault [walker@right_merc_kamp_after] path_walk = merc_kamp_walker_2_walk path_look = merc_kamp_walker_look def_state_moving = assault meet = no_meet wounded = wounded@no_wound