#include "pas_b400_general.ltx" [logic@pas_b400_zulus_track] active = walker@zulus_track_1 suitable = {=check_npc_name(pas_b400_zulus) -pas_b400_track_done} true prior = 200 on_hit = hit@zulus on_death = death@zulus post_combat_time = 0,0 [walker@zulus_track_1]:walker@zulus_def path_walk = zulus_1_walk path_look = zulus_1_look out_restr = pas_b400_sr_track_1 on_info = {=actor_in_zone(pas_b400_sr_track_2)} walker@zulus_track_2 on_info2 = {+pas_b400_sr_elevator_5_passed -pas_b400_zulus_about_outfits_1} %+pas_b400_zulus_about_outfits_1 =play_sound(pas_b400_zulus_about_outfits_1)% [walker@zulus_track_2]:walker@zulus_def path_walk = zulus_2_walk path_look = zulus_2_look out_restr = pas_b400_sr_track_2 on_info = {=actor_in_zone(pas_b400_sr_track_3) !is_alive(pas_b400_vano)} walker@zulus_track_3 on_info2 = {=actor_in_zone(pas_b400_sr_track_3_actor) !is_alive(pas_b400_vano)} walker@zulus_track_3 on_info3 = {+pas_b400_track_anomaly_done} walker@zulus_track_3 [walker@zulus_track_3]:walker@zulus_def path_walk = zulus_3_walk path_look = zulus_3_look out_restr = pas_b400_sr_track_3_1 on_info = {=actor_in_zone(pas_b400_sr_track_3) =squad_in_zone_all(pas_b400_stalkers_squad:pas_b400_sr_track_3)} walker@zulus_track_4 on_info2 = {=actor_in_zone(pas_b400_sr_track_4) =squad_in_zone_all(pas_b400_stalkers_squad:pas_b400_sr_track_3)} walker@zulus_track_4 [walker@zulus_track_4]:walker@zulus_def path_walk = zulus_4_walk path_look = zulus_4_look out_restr = pas_b400_sr_track_3 on_info = {=actor_in_zone(pas_b400_sr_track_4)} walker@zulus_track_5 [walker@zulus_track_5]:walker@zulus_def path_walk = zulus_5_walk path_look = zulus_5_look out_restr = pas_b400_sr_track_4 def_state_standing = guard_na on_signal = path_end | remark@zulus_track_5 combat_ignore_cond = {-pas_b400_track_door_opened =check_enemy_smart(pas_b400_downstairs)} true, false [remark@zulus_track_5]:walker@vano_def target = path | pas_b400_track_zulus_5_look, 0 anim = guard_na out_restr = pas_b400_sr_track_4 on_info = %=play_sound(pas_b400_zulus_about_obstacle_1)% on_signal = sound_end | walker@zulus_track_5_1 combat_ignore_cond = {-pas_b400_track_door_opened =check_enemy_smart(pas_b400_downstairs)} true, false [walker@zulus_track_5_1]:walker@zulus_def path_walk = zulus_5_1_walk path_look = zulus_5_1_look out_restr = pas_b400_sr_track_4 on_signal = path_end | {-pas_b400_zulus_about_obstacle_2} %=play_sound(pas_b400_zulus_about_obstacle_2) +pas_b400_zulus_about_obstacle_2% combat_ignore_cond = {-pas_b400_track_door_opened =check_enemy_smart(pas_b400_downstairs)} true, false [logic@pas_b400_vano_track] active = walker@vano_track_1 suitable = {=check_npc_name(pas_b400_vano) -pas_b400_track_done} true prior = 200 on_hit = hit@vano on_death = death@vano post_combat_time = 0,0 [walker@vano_track_1]:walker@vano_def path_walk = vano_1_walk path_look = vano_1_look out_restr = pas_b400_sr_track_1 on_info = {=actor_in_zone(pas_b400_sr_track_2)} walker@vano_track_2 [walker@vano_track_2]:walker@vano_def path_walk = vano_2_walk path_look = vano_2_look out_restr = pas_b400_sr_track_2 on_signal = path_end | walker@vano_track_3_1 %=play_sound(pas_b400_vano_about_anomaly_first_1)% [walker@vano_track_3_1]:walker@vano_def path_walk = vano_3_1_walk path_look = vano_3_1_look out_restr = pas_b400_sr_track_3_1 on_signal = path_end | remark@vano_track_3_1 [remark@vano_track_3_1]:walker@vano_def target = path | pas_b400_track_vano_3_1_look, 0 anim = pas_b400_vano_probe out_restr = pas_b400_sr_track_3_1 on_signal = anim_end | walker@vano_track_3_2 on_info = %=play_sound(pas_b400_vano_about_anomaly_first_2)% [walker@vano_track_3_2]:walker@vano_def path_walk = vano_3_2_walk path_look = vano_3_2_look out_restr = pas_b400_sr_track_3_1 on_signal = path_end | remark@vano_track_3_2 [remark@vano_track_3_2]:walker@vano_def target = path | pas_b400_track_vano_3_2_look, 0 anim = pas_b400_vano_probe out_restr = pas_b400_sr_track_3_1 on_game_timer = 25 | %=play_sound(pas_b400_vano_about_anomaly_first_3)% on_signal = anim_end | walker@vano_track_3_3 %+pas_b400_track_anomaly_done% [walker@vano_track_3_3]:walker@vano_def path_walk = vano_3_3_walk out_restr = pas_b400_sr_track_3_1 on_signal = path_end | walker@vano_track_3 [walker@vano_track_3]:walker@vano_def path_walk = vano_3_walk path_look = vano_3_look out_restr = pas_b400_sr_track_3_1 on_info = {=actor_in_zone(pas_b400_sr_track_3) =squad_in_zone_all(pas_b400_stalkers_squad:pas_b400_sr_track_3)} walker@vano_track_4 on_info2 = {=actor_in_zone(pas_b400_sr_track_4) =squad_in_zone_all(pas_b400_stalkers_squad:pas_b400_sr_track_3)} walker@vano_track_4 [walker@vano_track_4]:walker@vano_def path_walk = vano_4_walk path_look = vano_4_look out_restr = pas_b400_sr_track_3 on_info = {=actor_in_zone(pas_b400_sr_track_4)} walker@vano_track_5 [walker@vano_track_5]:walker@vano_def path_walk = vano_5_walk path_look = vano_5_look out_restr = pas_b400_sr_track_4 combat_ignore_cond = {-pas_b400_track_door_opened =check_enemy_smart(pas_b400_downstairs)} true, false on_info = {+pas_b400_zulus_about_obstacle_2} walker@vano_track_5_1 on_info2 = {+pas_b400_sr_track_4 !is_alive(pas_b400_zulus)} walker@vano_track_5_1 [walker@vano_track_5_1]:walker@vano_def path_walk = vano_5_1_walk path_look = vano_5_1_look out_restr = pas_b400_sr_track_4 combat_ignore_cond = {-pas_b400_track_door_opened =check_enemy_smart(pas_b400_downstairs)} true, false [logic@pas_b400_sokolov_track] active = walker@sokolov_track_1 suitable = {=check_npc_name(pas_b400_sokolov) -pas_b400_track_done} true prior = 200 on_hit = hit@sokolov on_death = death@sokolov post_combat_time = 0,0 [walker@sokolov_track_1]:walker@sokolov_def path_walk = sokolov_1_walk path_look = sokolov_1_look out_restr = pas_b400_sr_track_1 on_info = {=actor_in_zone(pas_b400_sr_track_2)} walker@sokolov_track_2 [walker@sokolov_track_2]:walker@sokolov_def path_walk = sokolov_2_walk path_look = sokolov_2_look out_restr = pas_b400_sr_track_2 on_info = {=actor_in_zone(pas_b400_sr_track_3) !is_alive(pas_b400_vano)} walker@sokolov_track_3 on_info2 = {=actor_in_zone(pas_b400_sr_track_3_actor) !is_alive(pas_b400_vano)} walker@sokolov_track_3 on_info3 = {+pas_b400_track_anomaly_done} walker@sokolov_track_3 [walker@sokolov_track_3]:walker@sokolov_def path_walk = sokolov_3_walk path_look = sokolov_3_look out_restr = pas_b400_sr_track_3_1 on_info = {=actor_in_zone(pas_b400_sr_track_3) =squad_in_zone_all(pas_b400_stalkers_squad:pas_b400_sr_track_3)} walker@sokolov_track_4 on_info2 = {=actor_in_zone(pas_b400_sr_track_4) =squad_in_zone_all(pas_b400_stalkers_squad:pas_b400_sr_track_3)} walker@sokolov_track_4 [walker@sokolov_track_4]:walker@sokolov_def path_walk = sokolov_4_walk path_look = sokolov_4_look out_restr = pas_b400_sr_track_3 on_info = {=actor_in_zone(pas_b400_sr_track_4)} walker@sokolov_track_5 [walker@sokolov_track_5]:walker@sokolov_def path_walk = sokolov_5_walk path_look = sokolov_5_look out_restr = pas_b400_sr_track_4 combat_ignore_cond = {-pas_b400_track_door_opened =check_enemy_smart(pas_b400_downstairs)} true, false on_info = {+pas_b400_zulus_about_obstacle_2} walker@sokolov_track_5_1 on_info2 = {+pas_b400_sr_track_4 !is_alive(pas_b400_zulus)} walker@sokolov_track_5_1 [walker@sokolov_track_5_1]:walker@sokolov_def path_walk = sokolov_5_1_walk path_look = sokolov_5_1_look out_restr = pas_b400_sr_track_4 combat_ignore_cond = {-pas_b400_track_door_opened =check_enemy_smart(pas_b400_downstairs)} true, false [logic@pas_b400_wanderer_track] active = walker@wanderer_track_1 suitable = {=check_npc_name(pas_b400_wanderer) -pas_b400_track_done} true prior = 200 on_hit = hit@wanderer on_death = death@wanderer post_combat_time = 0,0 [walker@wanderer_track_1]:walker@wanderer_def path_walk = wanderer_1_walk path_look = wanderer_1_look out_restr = pas_b400_sr_track_1 on_info = {=actor_in_zone(pas_b400_sr_track_2)} walker@wanderer_track_2 [walker@wanderer_track_2]:walker@wanderer_def path_walk = wanderer_2_walk path_look = wanderer_2_look out_restr = pas_b400_sr_track_2 on_info = {=actor_in_zone(pas_b400_sr_track_3) !is_alive(pas_b400_vano)} walker@wanderer_track_3 on_info2 = {=actor_in_zone(pas_b400_sr_track_3_actor) !is_alive(pas_b400_vano)} walker@wanderer_track_3 on_info3 = {+pas_b400_track_anomaly_done} walker@wanderer_track_3 [walker@wanderer_track_3]:walker@wanderer_def path_walk = wanderer_3_walk path_look = wanderer_3_look out_restr = pas_b400_sr_track_3_1 on_info = {=actor_in_zone(pas_b400_sr_track_3) =squad_in_zone_all(pas_b400_stalkers_squad:pas_b400_sr_track_3)} walker@wanderer_track_4 on_info2 = {=actor_in_zone(pas_b400_sr_track_4) =squad_in_zone_all(pas_b400_stalkers_squad:pas_b400_sr_track_3)} walker@wanderer_track_4 [walker@wanderer_track_4]:walker@wanderer_def path_walk = wanderer_4_walk path_look = wanderer_4_look out_restr = pas_b400_sr_track_3 on_info = {=actor_in_zone(pas_b400_sr_track_4)} walker@wanderer_track_5 [walker@wanderer_track_5]:walker@wanderer_def path_walk = wanderer_5_walk path_look = wanderer_5_look out_restr = pas_b400_sr_track_4 combat_ignore_cond = {-pas_b400_track_door_opened =check_enemy_smart(pas_b400_downstairs)} true, false on_info = {+pas_b400_zulus_about_obstacle_2} walker@wanderer_track_5_1 on_info2 = {+pas_b400_sr_track_4 !is_alive(pas_b400_zulus)} walker@wanderer_track_5_1 [walker@wanderer_track_5_1]:walker@wanderer_def path_walk = wanderer_5_1_walk path_look = wanderer_5_1_look out_restr = pas_b400_sr_track_4 combat_ignore_cond = {-pas_b400_track_door_opened =check_enemy_smart(pas_b400_downstairs)} true, false