[logic@pri_a18_merkulov] active = walker@wait_actor suitable = {=check_npc_name(pri_a22_military_merkulov) -pri_a18_surge_started} true prior = 100 post_combat_time = 0, 0 on_death = death on_hit = hit [walker@def_go_base] on_info10 = {+pri_a18_reinf_go_base} patrol@base on_info11 = {-pri_a18_merkulov_once_combat_section_go +pri_a18_hit_pray_squad} camper@idol_room %+pri_a18_merkulov_once_combat_section_go% [remark@def_go_base] on_info10 = {+pri_a18_reinf_go_base} patrol@base on_info11 = {-pri_a18_merkulov_once_combat_section_go +pri_a18_hit_pray_squad} camper@idol_room %+pri_a18_merkulov_once_combat_section_go% [smartcover@def_go_base] on_info10 = {+pri_a18_reinf_go_base} patrol@base on_info11 = {-pri_a18_merkulov_once_combat_section_go +pri_a18_hit_pray_squad} camper@idol_room %+pri_a18_merkulov_once_combat_section_go% [camper@def_go_base] on_info10 = {+pri_a18_reinf_go_base} patrol@base on_info11 = {-pri_a18_merkulov_once_combat_section_go +pri_a18_hit_pray_squad} camper@idol_room %+pri_a18_merkulov_once_combat_section_go% ;***************************************************** [walker@wait_actor]:walker@def_go_base def_state_moving = assault corpse_detection_enabled = false gather_items_enabled = false meet = no_meet combat_ignore_cond = {-pri_a18_actor_enemy} true path_walk = pri_a18_reinforcement_1_go_post_walk_1_2 on_signal = pri_a18_reinforcement_1_go_post_walk_1_2_sig | remark@hello_snd %+pri_a18_near_bus% on_info = {=health_le(0.99) !actor_enemy} %=restore_health% on_info2 = {=dist_to_actor_le(10)} remark@hello_snd on_info3 = {=surge_started} %+pri_a18_surge_started% on_info4 = {+pri_a18_actor_enemy} %=actor_enemy% on_info5 = {+pri_a18_post_guard_combat} walker@go_shop %+pri_a18_get_reinforcement_done% [remark@hello_snd]:remark@def_go_base corpse_detection_enabled = false gather_items_enabled = false meet = no_meet anim = guard_na target = story | actor combat_ignore_cond = {-pri_a18_actor_enemy} true on_info = {+pri_a18_sokolov_say_hello_done +pri_a18_vano_say_hello_done} walker@go_shop %+pri_a18_get_reinforcement_done% on_info2 = {=health_le(0.5) !actor_enemy} %=restore_health% on_info3 = %+pri_a18_vano_say_hello_done% on_info4 = {=surge_started} %+pri_a18_surge_started% on_info5 = {+pri_a18_actor_enemy} %=actor_enemy% on_info6 = {+pri_a18_post_guard_combat} walker@go_shop %+pri_a18_get_reinforcement_done% on_info7 = {-pri_a18_once_scenario_autosave} %+pri_a18_once_scenario_autosave =scenario_autosave(st_save_pri_a18_met_reinforcement)% [walker@go_shop]:walker@def_go_base def_state_moving = assault corpse_detection_enabled = false gather_items_enabled = false meet = no_meet combat_ignore_cond = {-pri_a18_actor_enemy} true path_walk = pri_a18_reinforcement_1_go_post_walk_1_3 in_restr = pri_a18_in_anom_in_restr on_signal = pri_a18_reinforcement_smartcover_1_1 | smartcover@near_shop_enter on_info = {=npc_in_zone(pri_a18_reinf_near_shop_sneak_run)} walker@go_shop_sneak_run on_info2 = {=health_le(0.5) !actor_enemy} %=restore_health% on_info3 = {+pri_a18_actor_enemy} %=actor_enemy% [walker@go_shop_sneak_run]:walker@def_go_base corpse_detection_enabled = false gather_items_enabled = false meet = no_meet combat_ignore_cond = {-pri_a18_actor_enemy} true def_state_moving = sneak_run path_walk = pri_a18_reinforcement_1_go_post_walk_1_3 on_signal = pri_a18_reinforcement_smartcover_1_1 | smartcover@near_shop_enter on_info = {=health_le(0.5) !actor_enemy} %=restore_health% on_info2 = {+pri_a18_actor_enemy} %=actor_enemy% [smartcover@near_shop_enter]:smartcover@def_go_base combat_ignore_cond = {-pri_a18_actor_enemy} true corpse_detection_enabled = false gather_items_enabled = false meet = no_meet cover_name = pri_a18_near_shop_enter_smart_cover_1_1 loophole_name = crouch_front_left use_in_combat = true on_info = {=health_le(0.5) !actor_enemy} %=restore_health% on_info2 = {+pri_a18_post_guard_combat} walker@hall_smartcover on_info3 = {=surge_started} walker@hall_smartcover on_info4 = {+pri_a18_actor_enemy} %=actor_enemy% [walker@hall_smartcover]:walker@def_go_base def_state_moving = sneak_run corpse_detection_enabled = false gather_items_enabled = false meet = no_meet combat_ignore_cond = {-pri_a18_actor_enemy} true path_walk = pri_a18_reinforcement_near_shop_enter_walk_1 on_signal = pri_a18_near_shop_enter_smart_cover_1_2 | smartcover@hall_smartcover on_info = {=health_le(0.5) !actor_enemy} %=restore_health% on_info2 = {+pri_a18_actor_enemy} %=actor_enemy% [smartcover@hall_smartcover]:smartcover@def_go_base corpse_detection_enabled = false gather_items_enabled = false meet = no_meet cover_name = pri_a18_near_shop_enter_smart_cover_1_2 loophole_name = crouch_front_left use_in_combat = true on_info = {=health_le(0.5) !actor_enemy} %=restore_health% on_info2 = {!squad_exist(pri_a18_monolith_post_guard_squad)} walker@in_hall [walker@in_hall]:walker@def_go_base out_restr = pri_a18_post_quard_out_restrictor path_walk = pri_a18_reinforcement_in_hall_walk_2 path_look = pri_a18_reinforcement_in_window_look corpse_detection_enabled = false gather_items_enabled = false meet = no_meet def_state_moving = assault def_state_standing = threat_na combat_ignore_cond = {-pri_a18_actor_enemy =actor_in_zone(pri_a18_corridor_man_fire_zone) !is_alive(pri_a18_monolith_1st_corridor_npc)} true on_info = {=health_le(0.5) !actor_enemy} %=restore_health% on_info2 = {!squad_exist(pri_a18_monolith_corridor_squad) =actor_in_zone(pri_a18_corridor_man_fire_zone)} walker@go_corridor_timer on_info3 = {=actor_in_zone(pri_a18_monolith_trance_restrictor) !squad_exist(pri_a18_monolith_2nd_corridor_squad)} camper@idol_room on_info4 = {+pri_a18_actor_enemy} %=actor_enemy% [walker@go_corridor_timer]:walker@def_go_base out_restr = pri_a18_post_quard_out_restrictor corpse_detection_enabled = false gather_items_enabled = false path_walk = pri_a18_reinforcement_in_hall_walk_2 path_look = pri_a18_reinforcement_in_window_look meet = no_meet def_state_moving = assault def_state_standing = threat_na combat_ignore_cond = {-pri_a18_actor_enemy =actor_in_zone(pri_a18_corridor_man_fire_zone) !is_alive(pri_a18_monolith_1st_corridor_npc)} true on_game_timer = 45 | walker@go_corridor on_info = {=health_le(0.5) !actor_enemy} %=restore_health% on_info2 = {=actor_in_zone(pri_a18_monolith_trance_restrictor) !squad_exist(pri_a18_monolith_2nd_corridor_squad)} camper@idol_room on_info3 = {+pri_a18_actor_enemy} %=actor_enemy% [walker@go_corridor]:walker@def_go_base out_restr = pri_a18_corridor_man_fire_zone combat_ignore_cond = {-pri_a18_actor_enemy !is_alive(pri_a18_monolith_2nd_corridor_1)} true corpse_detection_enabled = false gather_items_enabled = false meet = no_meet def_state_moving = raid def_state_standing = threat_na path_walk = pri_a18_reinfor_corridor_corner_walk on_signal = pri_b35_mercs_pri_a18_reinfor_corridor_corner_walk_sig | smartcover@corridor_corner on_info = {=health_le(0.5) !actor_enemy} %=restore_health% on_info2 = {=actor_in_zone(pri_a18_monolith_trance_restrictor) !squad_exist(pri_a18_monolith_2nd_corridor_squad)} camper@idol_room on_info3 = {+pri_a18_actor_enemy} %=actor_enemy% [smartcover@corridor_corner]:smartcover@def_go_base out_restr = pri_a18_corridor_man_fire_zone meet = no_meet combat_ignore_cond = {-pri_a18_actor_enemy !is_alive(pri_a18_monolith_2nd_corridor_1)} true corpse_detection_enabled = false gather_items_enabled = false cover_name = pri_a18_corridor_smartcov loophole_name = stand_front_left use_in_combat = true on_info = {=actor_in_zone(pri_surge_hide_a18_2) !squad_exist(pri_a18_monolith_2nd_corridor_squad)} walker@go_corridor_2 on_info2 = {=actor_in_zone(pri_a18_monolith_trance_restrictor) !squad_exist(pri_a18_monolith_2nd_corridor_squad)} camper@idol_room [walker@go_corridor_2]:walker@def_go_base combat_ignore_cond = {-pri_a18_actor_enemy} true corpse_detection_enabled = false gather_items_enabled = false meet = no_meet def_state_moving = sneak_run def_state_standing = hide path_walk = pri_a18_reinf_near_idol_room_1 on_signal = pri_a18_near_idol_room_cover | smartcover@near_idol_room on_info = {=health_le(0.5) !actor_enemy} %=restore_health% on_info2 = {=actor_in_zone(pri_a18_monolith_trance_restrictor) !squad_exist(pri_a18_monolith_2nd_corridor_squad)} camper@idol_room on_info3 = {+pri_a18_actor_enemy} %=actor_enemy% [smartcover@near_idol_room]:smartcover@def_go_base corpse_detection_enabled = false gather_items_enabled = false meet = no_meet cover_name = pri_a18_near_idol_room_cover loophole_name = crouch_front_right use_in_combat = true combat_ignore_cond = {-pri_a18_actor_enemy} true on_info = {=health_le(0.5) !actor_enemy} %=restore_health% on_info2 = {=actor_in_zone(pri_a18_bofore_idol_room_checkpoint_zone) !squad_exist(pri_a18_monolith_2nd_corridor_squad)} walker@idolroom_door on_info3 = {=actor_in_zone(pri_a18_monolith_trance_restrictor) !squad_exist(pri_a18_monolith_2nd_corridor_squad)} camper@idol_room on_info4 = {+pri_a18_actor_enemy} %=actor_enemy% [walker@idolroom_door]:walker@def_go_base combat_ignore_cond = {-pri_a18_actor_enemy} true corpse_detection_enabled = false gather_items_enabled = false meet = no_meet def_state_moving = raid def_state_standing = sneak_run path_walk = pri_a18_reinforcement_idolroom_door_walk_1 on_signal = pri_a18_reinforcement_idolroom_door_walk_1_sig | smartcover@idolroom_door on_info = {=health_le(0.5) !actor_enemy} %=restore_health% on_info2 = {=actor_in_zone(pri_a18_monolith_trance_restrictor) !squad_exist(pri_a18_monolith_2nd_corridor_squad)} camper@idol_room on_info3 = {+pri_a18_actor_enemy} %=actor_enemy% [smartcover@idolroom_door]:smartcover@def_go_base corpse_detection_enabled = false gather_items_enabled = false meet = no_meet cover_name = pri_a18_idolroom_door_smartcover_1 loophole_name = stand_front_right use_in_combat = true combat_ignore_cond = {-pri_a18_actor_enemy} true on_info = {=health_le(0.5) !actor_enemy} %=restore_health% on_info2 = {=actor_in_zone(pri_a18_monolith_trance_restrictor) !squad_exist(pri_a18_monolith_2nd_corridor_squad)} camper@idol_room on_info3 = {+pri_a18_actor_enemy} %=actor_enemy% [camper@idol_room]:camper@def_go_base corpse_detection_enabled = false gather_items_enabled = false meet = no_meet def_state_moving = raid def_state_campering_fire = threat_fire radius = 0 combat_ignore_cond = {-pri_a18_actor_enemy -pri_a18_hit_pray_squad} true path_walk = pri_a18_reinforcement_1_ready_kill_walk path_look = pri_a18_reinforcement_1_ready_kill_look on_signal = pri_a18_play_kill_snd_1 | %+pri_a18_vano_lets_kill_snd_done% camper@before_fight on_info = {=health_le(0.5) !actor_enemy} %=restore_health% on_info2 = {!squad_exist(pri_a18_monolith_idol_squad)} camper@idolroom_guard on_info3 = {+pri_a18_actor_enemy} %=actor_enemy% [camper@before_fight]:camper@def_go_base corpse_detection_enabled = false gather_items_enabled = false meet = no_meet def_state_moving = raid def_state_campering_fire = threat_fire radius = 0 combat_ignore_cond = {-pri_a18_actor_enemy -pri_a18_hit_pray_squad} true path_walk = pri_a18_reinforcement_1_ready_kill_walk path_look = pri_a18_reinforcement_1_ready_kill_look on_game_timer = 50 | {+pri_a18_sokolov_lets_kill_snd_done} %+pri_a18_hit_pray_squad% on_info = {=health_le(0.5) !actor_enemy} %=restore_health% on_info2 = {!squad_exist(pri_a18_monolith_idol_squad)} camper@idolroom_guard [camper@idolroom_guard]:camper@def_go_base corpse_detection_enabled = false gather_items_enabled = false meet = no_meet radius = 0 path_walk = pri_a18_reinforcement_1_ready_kill_walk path_look = pri_a18_reinf_guard_look on_info = {+pri_a18_task_end} walker@in_hall_after_idol_use on_info2 = {+pri_a18_actor_enemy} %=actor_enemy% [walker@in_hall_after_idol_use] meet = meet path_walk = pri_a18_in_hall_after_fighting_wait_walk_1 path_look = pri_a18_in_hall_after_fighting_wait_look_1 corpse_detection_enabled = false gather_items_enabled = false on_info = {=health_le(0.5) !actor_enemy} %=restore_health% on_info2 = {+pri_a18_reinf_go_base} patrol@base on_info3 = {+pri_a18_actor_enemy} %=actor_enemy% [patrol@base] path_walk = pri_a18_reinforcement_go_base out_restr = pri_a16_sr_noweap formation = line corpse_detection_enabled = false gather_items_enabled = false meet = no_meet on_game_timer = 1200 | %+pri_a18_scene_end_change_smart% on_info = {=health_le(0.5) !actor_enemy} %=restore_health% on_info2 = {+pri_a18_actor_enemy} %=actor_enemy% on_info3 = {=surge_started} | %+pri_a18_scene_end_change_smart% def_state_moving = assault [meet] meet_dialog = pri_a18_altar_destroyed_soldiers_start use = true abuse = false allow_break = false trade_enable = false close_anim = guard close_victim = actor close_distance = 0 far_distance = 0 [hit] on_info = {=hit_by_actor} %+pri_a18_actor_enemy% [death] on_info = %+pri_a18_vano_reserve_dead +pri_a18_vano_say_hello_done +pri_a18_vano_lets_kill_snd_done%