[logic@marine_2] active = walker@start suitable = {=check_npc_name(monolith)} prior = 100 [walker@start] path_walk = walker_2_walk path_look = walker_2_look def_state_standing = wait on_info = {+pri_b36_ahtung} walker@walk ;camper@walk on_info2 = {=health_le(0.5) !actor_enemy} %=restore_health% on_sound = actor|WPN_shoot|10000|0.2| {=dist_to_actor_le(70)} walker@walk %+pri_b36_ahtung% on_sound2 = actor|MST_step|35|0.2| walker@walk %+zat_b5_meat% on_sound3 = actor|WPN_empty|30|0.1| walker@walk %+pri_b36_ahtung% on_sound4 = actor|WPN_reload|20|0.2| walker@walk %+pri_b36_ahtung% on_sound5 = actor|MST_damage|30|0.1| walker@walk %+pri_b36_ahtung% on_sound6 = actor|WPN_hit|30|0.1| walker@walk %+pri_b36_ahtung% ;gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false out_restr = pri_b36_zombied_restrictor combat_ignore_cond = {=check_enemy_name(sim_default)} true [walker@walk] path_walk = marine_2_2_walk path_look = marine_2_2_look out_restr = pri_b36_sr_half_out_restr on_info = {=health_le(0.5) !actor_enemy} %=restore_health% gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false combat_ignore_cond = {=check_enemy_name(sim_default)} true [camper@walk] path_walk = marine_2_2_walk path_look = marine_2_2_look out_restr = pri_b36_sr_half_out_restr ;radius = 30 def_state_moving = raid def_state_moving_fire = raid_fire def_state_campering = threat_na def_state_campering_fire = hide_fire attack_sound = false on_info = {=health_le(0.5) !actor_enemy} %=restore_health% gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false combat_ignore_cond = {=check_enemy_name(sim_default)} true