[logic@marine_5] active = walker@start suitable = {=check_npc_name(monolith)} prior = 100 [walker@start] path_walk = walker_5_walk path_look = walker_5_look def_state_standing = trans_0 def_state_moving1 = assault def_state_moving2 = assault def_state_moving3 = assault on_info = {+pri_b36_ahtung} camper@cover on_info2 = {=health_le(0.5) !actor_enemy} %=restore_health% on_sound = actor|WPN_shoot|10000|0.2| {=dist_to_actor_le(70)} camper@cover %+pri_b36_ahtung% on_sound2 = actor|MST_step|35|0.2| camper@cover %+zat_b5_meat% on_sound3 = actor|WPN_empty|30|0.1| camper@cover %+pri_b36_ahtung% on_sound4 = actor|WPN_reload|20|0.2| camper@cover %+pri_b36_ahtung% on_sound5 = actor|MST_damage|30|0.1| camper@cover %+pri_b36_ahtung% on_sound6 = actor|WPN_hit|30|0.1| camper@cover %+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 [camper@cover] path_walk = marine_cover_2_walk path_look = marine_cover_2_look radius = 30 def_state_moving = patrol def_state_moving_fire = patrol_fire attack_sound = false on_info = {+pri_b36_marine_sniper_dead =actor_in_zone(pri_b36_sr_half_out_restr)} camper@fire on_actor_dist_le = 15 | walker@free gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false combat_ignore_cond = {=check_enemy_name(sim_default)} true [walker@free] path_walk = marine_sniper_2_walk path_look = marine_sniper_2_look gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false combat_ignore_cond = {=check_enemy_name(sim_default)} true [camper@fire] path_walk = marine_sniper_2_walk path_look = marine_sniper_2_look radius = 20 attack_sound = false gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false combat_ignore_cond = {=check_enemy_name(sim_default)} true