;GENERAL [hit] on_info = %+zat_b103_merc_fight% [meet@snd_1] use = false snd_on_use = {-zat_b103_merc_fight} zat_b103_merc_talk_to_commander_1, nil trade_enable = false [meet@snd_2] use = false snd_on_use = {-zat_b103_merc_fight} zat_b103_merc_talk_to_commander_2, nil trade_enable = false [animpoint@def] reach_movement = sprint meet = no_meet out_restr = zat_surge_hide_b103 combat_ignore_cond = {-zat_b103_merc_fight} true on_info = {=actor_in_zone(zat_b103_merc_inside_yard) -zat_b103_merc_task_done} %+zat_b103_merc_fight =set_squad_goodwill(zat_b103_lost_merc_squad1:enemy)% ;LEADER JOB [logic@surge_job_leader] suitable = {=check_npc_name(zat_b103_lost_merc_leader) =surge_started} active = animpoint@leader prior = 200 on_hit = hit [animpoint@leader] out_restr = zat_surge_hide_b103 cover_name = zat_b103_animp_surge_leader reach_movement = sprint on_actor_in_zone = zat_surge_hide_b103 | {=actor_has_weapon} remark@leader %=play_sound(zat_b103_merc_warning)% on_info = {=actor_in_zone(zat_b103_merc_inside_yard) -zat_b103_merc_task_done} %+zat_b103_merc_fight =set_squad_goodwill(zat_b103_lost_merc_squad1:enemy)% meet = no_meet [remark@leader] out_restr = zat_surge_hide_b103 anim = threat target = story | actor on_signal = sound_end | {=actor_has_weapon} remark@leader_wait, animpoint@leader [remark@leader_wait] out_restr = zat_surge_hide_b103 anim = threat target = story | actor on_game_timer = 50 | {-zat_b103_merc_fight} %+zat_b103_merc_fight% ;JOB HEADERS [logic@surge_job_1] suitable = {!check_npc_name(zat_b103_lost_merc_leader) =surge_started} true active = animpoint@1 prior = 200 on_hit = hit [logic@surge_job_2] suitable = {!check_npc_name(zat_b103_lost_merc_leader) =surge_started} active = animpoint@2 prior = 200 on_hit = hit [logic@surge_job_3] suitable = {!check_npc_name(zat_b103_lost_merc_leader) =surge_started} active = animpoint@3 prior = 200 on_hit = hit [logic@surge_job_4] suitable = {!check_npc_name(zat_b103_lost_merc_leader) =surge_started} active = animpoint@4 prior = 200 on_hit = hit [logic@surge_job_5] suitable = {!check_npc_name(zat_b103_lost_merc_leader) =surge_started} active = animpoint@5 prior = 200 on_hit = hit [logic@surge_job_6] suitable = {!check_npc_name(zat_b103_lost_merc_leader) =surge_started} active = animpoint@6 prior = 200 on_hit = hit [logic@surge_job_7] suitable = {!check_npc_name(zat_b103_lost_merc_leader) =surge_started} active = animpoint@7 prior = 200 on_hit = hit ;JOB SECTIONS [animpoint@1]:animpoint@def cover_name = zat_b103_animp_surge_1 [animpoint@2]:animpoint@def cover_name = zat_b103_animp_surge_2 [animpoint@3]:animpoint@def cover_name = zat_b103_animp_surge_3 [animpoint@4]:animpoint@def cover_name = zat_b103_animp_surge_4 [animpoint@5]:animpoint@def cover_name = zat_b103_animp_surge_5 [animpoint@6]:animpoint@def cover_name = zat_b103_animp_surge_6 [animpoint@7]:animpoint@def cover_name = zat_b103_animp_surge_7