#include "pri_a28_general.ltx" [logic@pri_a28_kovalski_evac] active = camper@kovalski_evac_1 suitable = {-pri_a28_evac_done =check_npc_name(kovalski)} true prior = 200 on_hit = hit@def on_death = death@def post_combat_time = 0,0 [camper@kovalski_evac_1]:walker@kovalski_fight path_walk = kovalski_1_walk path_look = kovalski_1_look def_state_standing = hide_na out_restr = pri_a28_sr_evac_1 on_info = {+pri_a28_horror_start =npc_in_zone(pri_a28_sr_horror)} remark@kovalski_horror_1 on_info2 = {-pri_a28_horror_start =npc_in_zone(pri_a28_sr_evac_1)} remark@kovalski_horror_1 %+pri_a28_horror_start% on_info3 = {+pri_a28_strelok_run} camper@kovalski_evac_2 [remark@kovalski_horror_1]:walker@kovalski_ignore anim = hide_na target = path | pri_a28_horror_look, 3 on_game_timer = 36 | remark@kovalski_horror_2 [remark@kovalski_horror_2]:walker@kovalski_ignore anim = hide_na target = path | pri_a28_horror_look, 1 on_game_timer = 28 | remark@kovalski_horror_3 [remark@kovalski_horror_3]:walker@kovalski_ignore anim = hide_na target = path | pri_a28_horror_look, 4 on_info = {+pri_a28_strelok_run} camper@kovalski_evac_2 [camper@kovalski_evac_2]:walker@kovalski_ignore path_walk = kovalski_1_walk path_look = kovalski_1_look def_state_standing = hide_na out_restr = pri_a28_sr_evac_1 on_signal = path_end | remark@kovalski_evac_2_wait [remark@kovalski_evac_2_wait]:walker@kovalski_ignore target = story | actor anim = hide_na out_restr = pri_a28_sr_evac_1 on_game_timer = 300 | {=dist_to_actor_ge(15) -pri_a28_strelok_dead} %=play_sound(pri_a28_colonel_wait_actor) +pri_a28_colonel_wait_actor% on_game_timer2 = 450 | {=dist_to_actor_ge(15)} %=play_sound(pri_a28_colonel_wait_actor_long) +pri_a28_colonel_wait_actor% on_game_timer3 = 600 | {=dist_to_actor_ge(15)} remark@kovalski_evac_2_talk %=play_sound(pri_a28_colonel_wait_actor_go)% on_info = {-pri_a28_actor_enemy_to_squad =dist_to_actor_le(30) +pri_a28_colonel_wait_actor} remark@kovalski_evac_2_talk %=play_sound(pri_a28_colonel_wait_actor_return)% on_info2 = {-pri_a28_actor_enemy_to_squad =dist_to_actor_le(30) -pri_a28_colonel_wait_actor} remark@kovalski_evac_2_talk on_info3 = {-pri_a28_actor_enemy_to_squad +pri_a28_evac_leave} camper@kovalski_evac_3 %=play_sound(pri_a28_colonel_wait_actor_go)% on_info4 = {+pri_a28_actor_enemy_to_squad} remark@kovalski_evac_2_talk [remark@kovalski_evac_2_talk]:walker@kovalski_ignore target = story | actor anim = hide_na out_restr = pri_a28_sr_evac_2 on_signal = sound_end | camper@kovalski_evac_3 %+pri_a28_evac_leave% on_game_timer = 10 | %=play_sound(pri_a28_colonel_clear_the_deck)% [camper@kovalski_evac_3]:walker@kovalski_ignore path_walk = kovalski_3_walk path_look = kovalski_3_look def_state_standing = hide_na out_restr = pri_a28_sr_evac_2 on_info = {+pri_a28_evac_come_close_done =npc_in_zone(pri_a28_sr_evac_2)} %=play_sound(pri_a28_colonel_see_helicopter)% on_signal = sound_end | %+pri_a28_evac_done% [logic@pri_a28_medic_evac] active = camper@medic_evac_1 suitable = {-pri_a28_evac_done =check_npc_name(base_medic)} true prior = 200 on_hit = hit@def on_death = death@def post_combat_time = 0,0 [camper@medic_evac_1]:walker@fight path_walk = medic_2_walk path_look = medic_2_look def_state_standing = hide_na out_restr = pri_a28_sr_horror on_info = {=npc_in_zone(pri_a28_sr_horror)} camper@medic_evac_1_wait [camper@medic_evac_1_wait]:walker@ignore path_walk = medic_2_walk path_look = medic_2_look def_state_standing = hide_na out_restr = pri_a28_sr_horror on_game_timer = 15 | remark@medic_horror_1 [remark@medic_horror_1]:walker@ignore anim = threat_heli target = path | pri_a28_horror_look, 0 on_signal = sound_end | remark@medic_horror_2 %+pri_a28_army_what_is_that +pri_a28_horror_start% on_info = %=play_sound(pri_a28_army_what_is_that)% [remark@medic_horror_2]:walker@ignore anim = threat_heli target = path | pri_a28_horror_look, 1 on_game_timer = 45 | remark@medic_horror_3 [remark@medic_horror_3]:walker@ignore anim = threat_heli target = path | pri_a28_horror_look, 2 on_info2 = {+pri_a28_strelok_dont_stop} remark@medic_horror_4 [remark@medic_horror_4]:walker@ignore anim = pri_a25_psy_medic_idle target = path | pri_a28_horror_look, 1 on_signal = sound_end | remark@medic_horror_5 %+pri_a28_army_its_here =give_task(pri_a28_recover_medic)% on_game_timer = 10 | %=play_sound(pri_a28_army_its_here)% [remark@medic_horror_5]:walker@ignore anim = pri_a25_psy_medic_idle target = path | pri_a28_horror_look, 2 meet = meet@medic_horror_wait on_game_timer = 30 | remark@medic_horror_wait [remark@medic_horror_wait]:walker@ignore anim = pri_a25_psy_medic_idle target = path | pri_a28_horror_look, 3 meet = meet@medic_horror_wait on_signal = sound_end | remark@medic_horror_recovered %+pri_a28_medic_recovered% on_info = {+pri_a28_medic_recovered} remark@medic_horror_recovered [meet@medic_horror_wait] abuse = false use = false snd_on_use = pri_a28_army_confusion use_text = pri_a28_talk_with_stupid_medic close_distance = 0 far_distance = 0 [remark@medic_horror_recovered]:walker@ignore anim = pri_a25_psy_medic_out target = story | actor on_signal = anim_end | camper@medic_evac_2 [camper@medic_evac_2]:walker@ignore path_walk = medic_1_walk path_look = medic_1_look def_state_standing = hide_na out_restr = pri_a28_sr_evac_1 on_info = {+pri_a28_evac_leave} camper@medic_evac_3 [camper@medic_evac_3]:walker@ignore path_walk = medic_3_walk path_look = medic_3_look def_state_standing = hide_na out_restr = pri_a28_sr_evac_2 [logic@pri_a28_strelok_evac] active = camper@strelok_evac_1 suitable = {-pri_a28_evac_done =check_npc_name(strelok)} true prior = 200 on_hit = hit@def on_death = death@def post_combat_time = 0,0 [camper@strelok_evac_1]:walker@fight path_walk = strelok_1_walk path_look = strelok_1_look def_state_standing = hide_na out_restr = pri_a28_sr_evac_1 on_info = {+pri_a28_horror_start =npc_in_zone(pri_a28_sr_horror)} remark@strelok_horror_1 on_info2 = {-pri_a28_horror_start =npc_in_zone(pri_a28_sr_evac_1)} remark@strelok_horror_1 %+pri_a28_horror_start% on_info3 = {+pri_a28_army_what_is_that} remark@strelok_horror_1 [remark@strelok_horror_1]:walker@ignore anim = hide_na target = path | pri_a28_horror_look, 2 on_game_timer = 23 | remark@strelok_horror_2 [remark@strelok_horror_2]:walker@ignore anim = hide_na target = path | pri_a28_horror_look, 1 on_game_timer = 31 | remark@strelok_horror_3 [remark@strelok_horror_3]:walker@ignore anim = hide_na target = path | pri_a28_horror_look, 3 on_game_timer = 15 | %=play_sound(pri_a28_strelok_dont_stop)% on_signal = sound_end | %+pri_a28_strelok_dont_stop% on_info = {+pri_a28_army_its_here} remark@strelok_horror_4 [remark@strelok_horror_4]:walker@ignore anim = hide_na target = path | pri_a28_horror_look, 1 on_game_timer = 10 | %=play_sound(pri_a28_strelok_run)% on_signal = sound_end | camper@strelok_evac_2 %+pri_a28_strelok_run% [camper@strelok_evac_2]:walker@ignore path_walk = strelok_1_walk path_look = strelok_1_look def_state_standing = hide_na out_restr = pri_a28_sr_evac_1 on_info = {+pri_a28_evac_leave} camper@strelok_evac_3 [camper@strelok_evac_3]:walker@ignore path_walk = strelok_3_walk path_look = strelok_3_look def_state_standing = hide_na out_restr = pri_a28_sr_evac_2 [logic@pri_a28_military_1_evac] active = camper@military_1_evac_1 suitable = {-pri_a28_evac_done =target_squad_name(pri_a16_military_squad) !check_npc_name(strelok) !check_npc_name(base_medic) !check_npc_name(kovalski)} true prior = 100 on_hit = hit@def on_death = death@def post_combat_time = 0,0 [camper@military_1_evac_1]:walker@fight path_walk = military_1_1_walk path_look = military_1_1_look def_state_standing = hide_na out_restr = pri_a28_sr_evac_1 on_info = {+pri_a28_horror_start =npc_in_zone(pri_a28_sr_horror)} remark@military_1_horror_1 on_info2 = {-pri_a28_horror_start =npc_in_zone(pri_a28_sr_evac_1)} remark@military_1_horror_1 %+pri_a28_horror_start% on_info3 = {+pri_a28_strelok_run} camper@military_1_evac_2 [remark@military_1_horror_1]:walker@ignore anim = hide_na target = path | pri_a28_horror_look, 4 on_game_timer = 44 | remark@military_1_horror_2 [remark@military_1_horror_2]:walker@ignore anim = hide_na target = path | pri_a28_horror_look, 1 on_game_timer = 12 | remark@military_1_horror_3 [remark@military_1_horror_3]:walker@ignore anim = hide_na target = path | pri_a28_horror_look, 2 on_info = {+pri_a28_strelok_run} camper@military_1_evac_2 [camper@military_1_evac_2]:walker@ignore path_walk = military_1_1_walk path_look = military_1_1_look def_state_standing = hide_na out_restr = pri_a28_sr_evac_1 on_info = {+pri_a28_evac_leave} camper@military_1_evac_3 [camper@military_1_evac_3]:walker@fight path_walk = military_1_3_walk path_look = military_1_3_look def_state_standing = hide_na out_restr = pri_a28_sr_evac_2 [logic@pri_a28_military_2_evac] active = camper@military_2_evac_1 suitable = {-pri_a28_evac_done =target_squad_name(pri_a16_military_squad) !check_npc_name(strelok) !check_npc_name(base_medic) !check_npc_name(kovalski)} true prior = 100 on_hit = hit@def on_death = death@def post_combat_time = 0,0 [camper@military_2_evac_1]:walker@fight path_walk = military_2_1_walk path_look = military_2_1_look def_state_standing = hide_na out_restr = pri_a28_sr_evac_1 on_info = {+pri_a28_horror_start =npc_in_zone(pri_a28_sr_horror)} remark@military_2_horror_1 on_info2 = {-pri_a28_horror_start =npc_in_zone(pri_a28_sr_evac_1)} remark@military_2_horror_1 %+pri_a28_horror_start% on_info3 = {+pri_a28_strelok_run} camper@military_2_evac_2 [remark@military_2_horror_1]:walker@ignore anim = hide_na target = path | pri_a28_horror_look, 3 on_game_timer = 28 | remark@military_2_horror_2 [remark@military_2_horror_2]:walker@ignore anim = hide_na target = path | pri_a28_horror_look, 4 on_game_timer = 36 | remark@military_2_horror_3 [remark@military_2_horror_3]:walker@ignore anim = hide_na target = path | pri_a28_horror_look, 3 on_info = {+pri_a28_strelok_run} camper@military_2_evac_2 [camper@military_2_evac_2]:walker@ignore path_walk = military_2_1_walk path_look = military_2_1_look def_state_standing = hide_na out_restr = pri_a28_sr_evac_1 on_info = {+pri_a28_evac_leave} camper@military_2_evac_3 [camper@military_2_evac_3]:walker@fight path_walk = military_2_3_walk path_look = military_2_3_look def_state_standing = hide_na out_restr = pri_a28_sr_evac_2 [logic@pri_a28_military_3_evac] active = camper@military_3_evac_1 suitable = {-pri_a28_evac_done =target_squad_name(pri_a16_military_squad) !check_npc_name(strelok) !check_npc_name(base_medic) !check_npc_name(kovalski)} true prior = 100 on_hit = hit@def on_death = death@def post_combat_time = 0,0 [camper@military_3_evac_1]:walker@fight path_walk = military_3_1_walk path_look = military_3_1_look def_state_standing = hide_na out_restr = pri_a28_sr_evac_1 on_info = {+pri_a28_horror_start =npc_in_zone(pri_a28_sr_horror)} remark@military_3_horror_1 on_info2 = {-pri_a28_horror_start =npc_in_zone(pri_a28_sr_evac_1)} remark@military_3_horror_1 %+pri_a28_horror_start% on_info3 = {+pri_a28_strelok_run} camper@military_3_evac_2 [remark@military_3_horror_1]:walker@ignore anim = hide_na target = path | pri_a28_horror_look, 3 on_game_timer = 33 | remark@military_3_horror_2 [remark@military_3_horror_2]:walker@ignore anim = hide_na target = path | pri_a28_horror_look, 4 on_game_timer = 44 | remark@military_3_horror_3 [remark@military_3_horror_3]:walker@ignore anim = hide_na target = path | pri_a28_horror_look, 1 on_info = {+pri_a28_strelok_run} camper@military_3_evac_2 [camper@military_3_evac_2]:walker@ignore path_walk = military_3_1_walk path_look = military_3_1_look def_state_standing = hide_na out_restr = pri_a28_sr_evac_1 on_info = {+pri_a28_evac_leave} camper@military_3_evac_3 [camper@military_3_evac_3]:walker@fight path_walk = military_3_3_walk path_look = military_3_3_look def_state_standing = hide_na out_restr = pri_a28_sr_evac_2 [logic@pri_a28_military_4_evac] active = camper@military_4_evac_1 suitable = {-pri_a28_evac_done =target_squad_name(pri_a16_military_squad) !check_npc_name(strelok) !check_npc_name(base_medic) !check_npc_name(kovalski)} true prior = 100 on_hit = hit@def on_death = death@def post_combat_time = 0,0 [camper@military_4_evac_1]:walker@fight path_walk = military_4_1_walk path_look = military_4_1_look def_state_standing = hide_na out_restr = pri_a28_sr_evac_1 on_info = {+pri_a28_horror_start =npc_in_zone(pri_a28_sr_horror)} remark@military_4_horror_1 on_info2 = {-pri_a28_horror_start =npc_in_zone(pri_a28_sr_evac_1)} remark@military_4_horror_1 %+pri_a28_horror_start% on_info3 = {+pri_a28_strelok_run} camper@military_4_evac_2 [remark@military_4_horror_1]:walker@ignore anim = hide_na target = path | pri_a28_horror_look, 2 on_game_timer = 22 | remark@military_4_horror_2 [remark@military_4_horror_2]:walker@ignore anim = hide_na target = path | pri_a28_horror_look, 0 on_game_timer = 56 | remark@military_4_horror_3 [remark@military_4_horror_3]:walker@ignore anim = hide_na target = path | pri_a28_horror_look, 1 on_info = {+pri_a28_strelok_run} camper@military_4_evac_2 [camper@military_4_evac_2]:walker@ignore path_walk = military_4_1_walk path_look = military_4_1_look def_state_standing = hide_na out_restr = pri_a28_sr_evac_1 on_info = {+pri_a28_evac_leave} camper@military_4_evac_3 [camper@military_4_evac_3]:walker@fight path_walk = military_4_3_walk path_look = military_4_3_look def_state_standing = hide_na out_restr = pri_a28_sr_evac_2 [logic@pri_a28_military_5_evac] active = camper@military_5_evac_1 suitable = {-pri_a28_evac_done =target_squad_name(pri_a16_military_squad) !check_npc_name(strelok) !check_npc_name(base_medic) !check_npc_name(kovalski)} true prior = 100 on_hit = hit@def on_death = death@def post_combat_time = 0,0 [camper@military_5_evac_1]:walker@fight path_walk = military_5_1_walk path_look = military_5_1_look def_state_standing = hide_na out_restr = pri_a28_sr_evac_1 on_info = {+pri_a28_horror_start =npc_in_zone(pri_a28_sr_horror)} remark@military_5_horror_1 on_info2 = {-pri_a28_horror_start =npc_in_zone(pri_a28_sr_evac_1)} remark@military_5_horror_1 %+pri_a28_horror_start% on_info3 = {+pri_a28_strelok_run} camper@military_5_evac_2 [remark@military_5_horror_1]:walker@ignore anim = hide_na target = path | pri_a28_horror_look, 0 on_game_timer = 25 | remark@military_5_horror_2 [remark@military_5_horror_2]:walker@ignore anim = hide_na target = path | pri_a28_horror_look, 4 on_game_timer = 40 | remark@military_5_horror_3 [remark@military_5_horror_3]:walker@ignore anim = hide_na target = path | pri_a28_horror_look, 1 on_info = {+pri_a28_strelok_run} camper@military_5_evac_2 [camper@military_5_evac_2]:walker@ignore path_walk = military_5_1_walk path_look = military_5_1_look def_state_standing = hide_na out_restr = pri_a28_sr_evac_1 on_info = {+pri_a28_evac_leave} camper@military_5_evac_3 [camper@military_5_evac_3]:walker@fight path_walk = military_5_3_walk path_look = military_5_3_look def_state_standing = hide_na out_restr = pri_a28_sr_evac_2