[logic@walker_1] active = walker@walker_1 suitable = {-jup_a12_actor_enemy_to_bandits} true prior = 65 [logic@walker_2] active = walker@walker_2 suitable = {-jup_a12_actor_enemy_to_bandits} true prior = 65 [logic@walker_3] active = walker@walker_3 suitable = {-jup_a12_actor_enemy_to_bandits} true prior = 65 [logic@walker_4] active = walker@walker_4 suitable = {-jup_a12_actor_enemy_to_bandits} true prior = 65 [logic@walker_5] active = walker@walker_5 suitable = {-jup_a12_actor_enemy_to_bandits} true prior = 65 [logic@walker_6] active = walker@walker_6 suitable = {-jup_a12_actor_enemy_to_bandits} true prior = 65 [logic@guard_1] active = camper@guard_1 suitable = {-jup_a12_actor_enemy_to_bandits} true prior = 75 [logic@guard_2] active = camper@guard_2 suitable = {-jup_a12_actor_enemy_to_bandits} true prior = 75 [logic@guard_3] active = camper@guard_3 suitable = {-jup_a12_actor_enemy_to_bandits} true prior = 75 [logic@guard_4] active = camper@guard_4 suitable = {-jup_a12_actor_enemy_to_bandits} true prior = 75 [logic@guard_5] active = camper@guard_5 suitable = {-jup_a12_actor_enemy_to_bandits} true prior = 90 [logic@guard_6] active = camper@guard_6 suitable = {-jup_a12_actor_enemy_to_bandits} true prior = 90 [walker@walker_1] path_walk = walker_1_walk combat_ignore_cond = {=check_enemy_name(jup_a12_stalker_prisoner) -jup_a12_actor_enemy_to_bandits} true, {-jup_a12_merc_attack_started =check_enemy_smart(jup_a12_merc)} true, false on_info = {=actor_enemy} camper@walker_1_wait, {+jup_a12_actor_enemy_to_bandits} camper@walker_1_wait [camper@walker_1_wait] path_walk = walker_1_camper path_look = stalker_prisoner_battle_look def_state_standing = hide_na radius = 0 on_info = {!actor_enemy} walker@walker_1 [walker@walker_2] path_walk = walker_2_walk combat_ignore_cond = {=check_enemy_name(jup_a12_stalker_prisoner) -jup_a12_actor_enemy_to_bandits} true, {-jup_a12_merc_attack_started =check_enemy_smart(jup_a12_merc)} true, false on_info = {=actor_enemy} camper@walker_2_wait, {+jup_a12_actor_enemy_to_bandits} camper@walker_2_wait [camper@walker_2_wait] path_walk = walker_2_camper path_look = stalker_prisoner_battle_look def_state_standing = hide_na radius = 0 on_info = {!actor_enemy} walker@walker_2 [walker@walker_3] path_walk = walker_3_walk combat_ignore_cond = {=check_enemy_name(jup_a12_stalker_prisoner) -jup_a12_actor_enemy_to_bandits} true, {-jup_a12_merc_attack_started =check_enemy_smart(jup_a12_merc)} true, false [walker@walker_4] path_walk = walker_4_walk combat_ignore_cond = {=check_enemy_name(jup_a12_stalker_prisoner) -jup_a12_actor_enemy_to_bandits} true, {-jup_a12_merc_attack_started =check_enemy_smart(jup_a12_merc)} true, false [walker@walker_5] path_walk = walker_5_walk combat_ignore_cond = {=check_enemy_name(jup_a12_stalker_prisoner) -jup_a12_actor_enemy_to_bandits} true, {-jup_a12_merc_attack_started =check_enemy_smart(jup_a12_merc)} true, false [walker@walker_6] path_walk = walker_6_walk combat_ignore_cond = {=check_enemy_name(jup_a12_stalker_prisoner) -jup_a12_actor_enemy_to_bandits} true, {-jup_a12_merc_attack_started =check_enemy_smart(jup_a12_merc)} true, false [camper@guard_1] path_walk = guard_1_walk path_look = guard_1_look combat_ignore_cond = {=check_enemy_name(jup_a12_stalker_prisoner) -jup_a12_actor_enemy_to_bandits} true, {-jup_a12_merc_attack_started =check_enemy_smart(jup_a12_merc)} true, false meet = meet@guard_base on_info = {=dist_to_actor_le(15) +jup_a12_actor_paid_to_cashier -jup_a12_bandit_taunt} %+jup_a12_bandit_taunt =play_sound(jup_a12_bandit_say_jump)% on_actor_in_zone = jup_a12_sr_containers_kampzone | {-jup_a12_actor_has_pass_to_containers} %+jup_a12_actor_enemy_to_bandits% on_info2 = {-jup_a12_actor_has_pass_to_containers -jup_a12_bandits_warning_actor =dist_to_actor_le(22)} %+jup_a12_bandits_warning_actor =play_sound(jup_a12_bandits_warning_actor)% [meet@guard_base] close_distance = 15 close_anim = {+jup_a12_actor_has_pass_to_containers} guard_na, threat_na close_victim = actor close_snd_hello = nil close_snd_bye = nil far_distance = 45 far_anim = {+jup_a12_actor_has_pass_to_containers} guard, threat far_victim = actor far_snd = nil snd_on_use = nil use = {!actor_enemy !actor_has_weapon} true meet_dialog = {+jup_a12_actor_has_pass_to_containers} jup_a12_bandit_guard_visited, jup_a12_bandit_guard_start trade_enable = false [camper@guard_2] path_walk = guard_2_walk path_look = guard_2_look combat_ignore_cond = {=check_enemy_name(jup_a12_stalker_prisoner) -jup_a12_actor_enemy_to_bandits} true, {-jup_a12_merc_attack_started =check_enemy_smart(jup_a12_merc)} true, false meet = meet@guard_base on_info = {=dist_to_actor_le(15) +jup_a12_actor_paid_to_cashier -jup_a12_bandit_taunt} %+jup_a12_bandit_taunt =play_sound(jup_a12_bandit_say_jump)% on_actor_in_zone = jup_a12_sr_containers_kampzone | {-jup_a12_actor_has_pass_to_containers} %+jup_a12_actor_enemy_to_bandits% on_info2 = {-jup_a12_actor_has_pass_to_containers -jup_a12_bandits_warning_actor =dist_to_actor_le(22)} %+jup_a12_bandits_warning_actor =play_sound(jup_a12_bandits_warning_actor)% [camper@guard_3] path_walk = guard_3_walk path_look = guard_3_look combat_ignore_cond = {=check_enemy_name(jup_a12_stalker_prisoner) -jup_a12_actor_enemy_to_bandits} true, {-jup_a12_merc_attack_started =check_enemy_smart(jup_a12_merc)} true, false meet = meet@guard_base on_info = {=dist_to_actor_le(15) +jup_a12_actor_paid_to_cashier -jup_a12_bandit_taunt} %+jup_a12_bandit_taunt =play_sound(jup_a12_bandit_say_jump)% on_actor_in_zone = jup_a12_sr_containers_kampzone | {-jup_a12_actor_has_pass_to_containers} %+jup_a12_actor_enemy_to_bandits% on_info2 = {-jup_a12_actor_has_pass_to_containers -jup_a12_bandits_warning_actor =dist_to_actor_le(22)} %+jup_a12_bandits_warning_actor =play_sound(jup_a12_bandits_warning_actor)% [camper@guard_4] path_walk = guard_4_walk path_look = guard_4_look combat_ignore_cond = {=check_enemy_name(jup_a12_stalker_prisoner) -jup_a12_actor_enemy_to_bandits} true, {-jup_a12_merc_attack_started =check_enemy_smart(jup_a12_merc)} true, false meet = meet@guard_base on_info = {=dist_to_actor_le(15) +jup_a12_actor_paid_to_cashier -jup_a12_bandit_taunt} %+jup_a12_bandit_taunt =play_sound(jup_a12_bandit_say_jump)% on_actor_in_zone = jup_a12_sr_containers_kampzone | {-jup_a12_actor_has_pass_to_containers} %+jup_a12_actor_enemy_to_bandits% on_info2 = {-jup_a12_actor_has_pass_to_containers -jup_a12_bandits_warning_actor =dist_to_actor_le(22)} %+jup_a12_bandits_warning_actor =play_sound(jup_a12_bandits_warning_actor)% [camper@guard_5] path_walk = guard_5_walk path_look = guard_5_look combat_ignore_cond = {=check_enemy_name(jup_a12_stalker_prisoner)} true, {!actor_in_zone(jup_a12_sr_prisoner_guards)} true, {-jup_a12_merc_attack_started =check_enemy_smart(jup_a12_merc)} true, false meet = meet@guard_base on_info = {=dist_to_actor_le(15) +jup_a12_actor_paid_to_cashier -jup_a12_bandit_taunt} %+jup_a12_bandit_taunt =play_sound(jup_a12_bandit_say_jump)% on_actor_in_zone = jup_a12_sr_containers_kampzone | {-jup_a12_actor_has_pass_to_containers} %+jup_a12_actor_enemy_to_bandits% on_info2 = {-jup_a12_actor_has_pass_to_containers -jup_a12_bandits_warning_actor =dist_to_actor_le(22)} %+jup_a12_bandits_warning_actor =play_sound(jup_a12_bandits_warning_actor)% [camper@guard_6] path_walk = guard_6_walk path_look = guard_6_look combat_ignore_cond = {=check_enemy_name(jup_a12_stalker_prisoner)} true, {!actor_in_zone(jup_a12_sr_prisoner_guards)} true, {-jup_a12_merc_attack_started =check_enemy_smart(jup_a12_merc)} true, false meet = meet@guard_base on_info = {=dist_to_actor_le(15) +jup_a12_actor_paid_to_cashier -jup_a12_bandit_taunt} %+jup_a12_bandit_taunt =play_sound(jup_a12_bandit_say_jump)% on_actor_in_zone = jup_a12_sr_containers_kampzone | {-jup_a12_actor_has_pass_to_containers} %+jup_a12_actor_enemy_to_bandits% on_info2 = {-jup_a12_actor_has_pass_to_containers -jup_a12_bandits_warning_actor =dist_to_actor_le(22)} %+jup_a12_bandits_warning_actor =play_sound(jup_a12_bandits_warning_actor)% [walker@jup_a12_surge_def] ;path_walk = surge_hide_1_walk ;path_look = surge_hide_1_look combat_ignore_cond = {=check_enemy_name(jup_a12_stalker_prisoner)} true, {-jup_a12_actor_enemy_to_bandits} true, false on_info = {-jup_a12_actor_enemy_to_bandits -jup_a12_actor_has_pass_to_containers =actor_in_zone(jup_a12_sr_bandit_bodyguard)} %+jup_a12_actor_enemy_to_bandits% def_state_standing = sit def_state_moving = assault [logic@jup_a12_surge_def] ;active = walker@jup_a12_surge_work_1 suitable = {=check_npc_name(bandit) =surge_started} true prior = 100 [logic@jup_a12_surge_work_1]:logic@jup_a12_surge_def active = walker@jup_a12_surge_work_1 [logic@jup_a12_surge_work_2]:logic@jup_a12_surge_def active = walker@jup_a12_surge_work_2 [logic@jup_a12_surge_work_3]:logic@jup_a12_surge_def active = walker@jup_a12_surge_work_3 [logic@jup_a12_surge_work_4]:logic@jup_a12_surge_def active = walker@jup_a12_surge_work_4 [logic@jup_a12_surge_work_5]:logic@jup_a12_surge_def active = walker@jup_a12_surge_work_5 [logic@jup_a12_surge_work_6]:logic@jup_a12_surge_def active = walker@jup_a12_surge_work_6 [logic@jup_a12_surge_work_7]:logic@jup_a12_surge_def active = walker@jup_a12_surge_work_7 [logic@jup_a12_surge_work_8]:logic@jup_a12_surge_def active = walker@jup_a12_surge_work_8 [logic@jup_a12_surge_work_9]:logic@jup_a12_surge_def active = walker@jup_a12_surge_work_9 [logic@jup_a12_surge_work_10]:logic@jup_a12_surge_def active = walker@jup_a12_surge_work_10 [logic@jup_a12_surge_work_11]:logic@jup_a12_surge_def active = walker@jup_a12_surge_work_11 [logic@jup_a12_surge_work_12]:logic@jup_a12_surge_def active = walker@jup_a12_surge_work_12 [logic@jup_a12_surge_work_13]:logic@jup_a12_surge_def active = walker@jup_a12_surge_work_13 [logic@jup_a12_surge_work_14]:logic@jup_a12_surge_def active = walker@jup_a12_surge_work_14 [walker@jup_a12_surge_work_1]:walker@jup_a12_surge_def path_walk = surge_hide_1_walk path_look = surge_hide_1_look out_restr = jup_a12_sr_threat_prisoner_zone [walker@jup_a12_surge_work_2]:walker@jup_a12_surge_def path_walk = surge_hide_2_walk path_look = surge_hide_1_look out_restr = jup_a12_sr_threat_prisoner_zone [walker@jup_a12_surge_work_3]:walker@jup_a12_surge_def path_walk = surge_hide_3_walk path_look = surge_hide_1_look out_restr = jup_a12_sr_threat_prisoner_zone [walker@jup_a12_surge_work_4]:walker@jup_a12_surge_def path_walk = surge_hide_4_walk path_look = surge_hide_1_look out_restr = jup_a12_sr_threat_prisoner_zone [walker@jup_a12_surge_work_5]:walker@jup_a12_surge_def path_walk = surge_hide_5_walk path_look = surge_hide_5_look out_restr = jup_a12_sr_threat_prisoner_zone [walker@jup_a12_surge_work_6]:walker@jup_a12_surge_def path_walk = surge_hide_6_walk path_look = surge_hide_5_look out_restr = jup_a12_sr_threat_prisoner_zone [walker@jup_a12_surge_work_7]:walker@jup_a12_surge_def path_walk = surge_hide_7_walk path_look = surge_hide_5_look out_restr = jup_a12_sr_threat_prisoner_zone [walker@jup_a12_surge_work_8]:walker@jup_a12_surge_def path_walk = surge_hide_8_walk path_look = surge_hide_5_look out_restr = jup_a12_sr_threat_prisoner_zone [walker@jup_a12_surge_work_9]:walker@jup_a12_surge_def path_walk = surge_hide_9_walk path_look = surge_hide_9_look [walker@jup_a12_surge_work_10]:walker@jup_a12_surge_def path_walk = surge_hide_10_walk path_look = surge_hide_9_look [walker@jup_a12_surge_work_11]:walker@jup_a12_surge_def path_walk = surge_hide_11_walk path_look = surge_hide_9_look out_restr = jup_a12_sr_threat_prisoner_zone [walker@jup_a12_surge_work_12]:walker@jup_a12_surge_def path_walk = surge_hide_12_walk path_look = surge_hide_12_look out_restr = jup_a12_sr_threat_prisoner_zone [walker@jup_a12_surge_work_13]:walker@jup_a12_surge_def path_walk = surge_hide_13_walk path_look = surge_hide_13_look [walker@jup_a12_surge_work_14]:walker@jup_a12_surge_def path_walk = surge_hide_14_walk path_look = surge_hide_13_look