[hit] on_info = %+pri_a18_hit_pray_squad% [logic@monolith_1] active = walker@monolith_1_teleport suitable = {=target_squad_name(pri_a18_monolith_idol_squad)} true prior = 70 on_hit = hit [walker@monolith_1_teleport] corpse_detection_enabled = false path_walk = pri_a18_monolith_1_walk on_info = walker@pri_a18_start_1 %=teleport_npc(pri_a18_smart_terrain_pri_a18_monolith_1_walk)% [walker@pri_a18_start_1] corpse_detection_enabled = false gather_items_enabled = false path_walk = pri_a18_monolith_1_walk path_look = pri_a18_monolith_1_look combat_ignore_cond = true combat_ignore_keep_when_attacked = true on_info = {-pri_a18_hit_pray_squad} %=play_sound(pri_a18_monolith_pray)% on_info2 = {+pri_a18_hit_pray_squad} walker@pri_a18_start_1_timer [walker@pri_a18_start_1_timer] corpse_detection_enabled = false gather_items_enabled = false path_walk = pri_a18_monolith_1_walk path_look = pri_a18_monolith_1_look combat_ignore_cond = true combat_ignore_keep_when_attacked = true on_game_timer = 25 | walker@pri_a18_start_1_combat [walker@pri_a18_start_1_combat] corpse_detection_enabled = false gather_items_enabled = false path_walk = pri_a18_monolith_1_walk path_look = pri_a18_monolith_1_look ;------------- [logic@monolith_2] active = walker@monolith_2_teleport suitable = {=target_squad_name(pri_a18_monolith_idol_squad)} true prior = 70 on_hit = hit [walker@monolith_2_teleport] corpse_detection_enabled = false gather_items_enabled = false path_walk = pri_a18_monolith_2_walk on_info = walker@pri_a18_start_2 %=teleport_npc(pri_a18_smart_terrain_pri_a18_monolith_2_walk)% [walker@pri_a18_start_2] corpse_detection_enabled = false gather_items_enabled = false path_walk = pri_a18_monolith_2_walk path_look = pri_a18_monolith_2_look combat_ignore_cond = true combat_ignore_keep_when_attacked = true on_info = {+pri_a18_hit_pray_squad} walker@pri_a18_start_2_timer [walker@pri_a18_start_2_timer] corpse_detection_enabled = false gather_items_enabled = false path_walk = pri_a18_monolith_2_walk path_look = pri_a18_monolith_2_look combat_ignore_cond = true combat_ignore_keep_when_attacked = true on_game_timer = 25 | walker@pri_a18_start_2_combat [walker@pri_a18_start_2_combat] corpse_detection_enabled = false gather_items_enabled = false path_walk = pri_a18_monolith_2_walk path_look = pri_a18_monolith_2_look ;------------- [logic@monolith_3] active = walker@monolith_3_teleport suitable = {=target_squad_name(pri_a18_monolith_idol_squad)} true prior = 70 on_hit = hit [walker@monolith_3_teleport] corpse_detection_enabled = false gather_items_enabled = false path_walk = pri_a18_monolith_3_walk on_info = walker@pri_a18_start_3 %=teleport_npc(pri_a18_smart_terrain_pri_a18_monolith_3_walk)% [walker@pri_a18_start_3] corpse_detection_enabled = false gather_items_enabled = false path_walk = pri_a18_monolith_3_walk path_look = pri_a18_monolith_3_look combat_ignore_cond = true combat_ignore_keep_when_attacked = true on_info = {+pri_a18_hit_pray_squad} walker@pri_a18_start_3_timer [walker@pri_a18_start_3_timer] corpse_detection_enabled = false gather_items_enabled = false path_walk = pri_a18_monolith_3_walk path_look = pri_a18_monolith_3_look combat_ignore_cond = true combat_ignore_keep_when_attacked = true on_game_timer = 25 | walker@pri_a18_start_3_combat [walker@pri_a18_start_3_combat] corpse_detection_enabled = false gather_items_enabled = false path_walk = pri_a18_monolith_3_walk path_look = pri_a18_monolith_3_look ;------------- [logic@monolith_4] active = walker@monolith_4_teleport suitable = {=target_squad_name(pri_a18_monolith_idol_squad)} true prior = 70 on_hit = hit [walker@monolith_4_teleport] corpse_detection_enabled = false gather_items_enabled = false path_walk = pri_a18_monolith_4_walk on_info = walker@pri_a18_start_4 %=teleport_npc(pri_a18_smart_terrain_pri_a18_monolith_4_walk)% [walker@pri_a18_start_4] corpse_detection_enabled = false gather_items_enabled = false path_walk = pri_a18_monolith_4_walk path_look = pri_a18_monolith_4_look combat_ignore_cond = true combat_ignore_keep_when_attacked = true on_info = {+pri_a18_hit_pray_squad} walker@pri_a18_start_4_timer [walker@pri_a18_start_4_timer] corpse_detection_enabled = false gather_items_enabled = false path_walk = pri_a18_monolith_4_walk path_look = pri_a18_monolith_4_look combat_ignore_cond = true combat_ignore_keep_when_attacked = true on_game_timer = 25 | walker@pri_a18_start_4_combat [walker@pri_a18_start_4_combat] corpse_detection_enabled = false gather_items_enabled = false path_walk = pri_a18_monolith_4_walk path_look = pri_a18_monolith_4_look ;------------- [logic@monolith_5] active = walker@monolith_5_teleport suitable = {=target_squad_name(pri_a18_monolith_idol_squad)} true prior = 70 on_hit = hit [walker@monolith_5_teleport] corpse_detection_enabled = false gather_items_enabled = false path_walk = pri_a18_monolith_5_walk on_info = walker@pri_a18_start_5 %=teleport_npc(pri_a18_smart_terrain_pri_a18_monolith_5_walk)% [walker@pri_a18_start_5] corpse_detection_enabled = false gather_items_enabled = false path_walk = pri_a18_monolith_5_walk path_look = pri_a18_monolith_5_look combat_ignore_cond = true combat_ignore_keep_when_attacked = true on_info = {+pri_a18_hit_pray_squad} walker@pri_a18_start_5_timer [walker@pri_a18_start_5_timer] corpse_detection_enabled = false gather_items_enabled = false path_walk = pri_a18_monolith_5_walk path_look = pri_a18_monolith_5_look combat_ignore_cond = true combat_ignore_keep_when_attacked = true on_game_timer = 25 | walker@pri_a18_start_5_combat [walker@pri_a18_start_5_combat] corpse_detection_enabled = false gather_items_enabled = false path_walk = pri_a18_monolith_5_walk path_look = pri_a18_monolith_5_look ;------------- [logic@monolith_post_guard_1] active = walker@post_guard_1_teleport suitable = {=target_squad_name(pri_a18_monolith_post_guard_squad)} true prior = 70 on_hit = combat [combat] on_info = %+pri_a18_post_guard_combat% [walker@post_guard_1_teleport] corpse_detection_enabled = false gather_items_enabled = false path_walk = pri_a18_monolith_1_post_guard_walk on_info = walker@post_guard_1 %=teleport_npc(pri_a18_smart_terrain_pri_a18_monolith_1_post_guard_walk)% [walker@post_guard_1] corpse_detection_enabled = false gather_items_enabled = false path_walk = pri_a18_monolith_1_post_guard_walk path_look = pri_a18_monolith_1_post_guard_look out_restr = pri_a18_post_quard_out_restrictor combat_ignore_cond = true on_info = {+pri_a18_post_guard_combat} walker@post_guard_12 on_info2 = {=enemy_in_zone(pri_a18_enter_restrictor)} %+pri_a18_post_guard_combat% [walker@post_guard_12] corpse_detection_enabled = false gather_items_enabled = false path_walk = pri_a18_monolith_1_post_guard_walk out_restr = pri_a18_post_quard_out_restrictor ;------------- [logic@monolith_post_guard_2] active = walker@post_guard_2_teleport suitable = {=target_squad_name(pri_a18_monolith_post_guard_squad)} true prior = 70 on_hit = combat [walker@post_guard_2_teleport] corpse_detection_enabled = false gather_items_enabled = false path_walk = pri_a18_monolith_2_post_guard_walk on_info = walker@post_guard_2 %=teleport_npc(pri_a18_smart_terrain_pri_a18_monolith_2_post_guard_walk)% [walker@post_guard_2] corpse_detection_enabled = false gather_items_enabled = false path_walk = pri_a18_monolith_2_post_guard_walk path_look = pri_a18_monolith_2_post_guard_look out_restr = pri_a18_post_quard_out_restrictor combat_ignore_cond = true on_info = {+pri_a18_post_guard_combat} walker@post_guard_22 on_info2 = {=enemy_in_zone(pri_a18_enter_restrictor)} %+pri_a18_post_guard_combat% [walker@post_guard_22] corpse_detection_enabled = false gather_items_enabled = false path_walk = pri_a18_monolith_2_post_guard_walk out_restr = pri_a18_post_quard_out_restrictor ;------------- [logic@monolith_post_guard_3] active = walker@post_guard_3_teleport suitable = {=target_squad_name(pri_a18_monolith_post_guard_squad)} true prior = 70 on_hit = combat [walker@post_guard_3_teleport] corpse_detection_enabled = false gather_items_enabled = false path_walk = pri_a18_monolith_3_post_guard_walk on_info = walker@post_guard_3 %=teleport_npc(pri_a18_smart_terrain_pri_a18_monolith_3_post_guard_walk)% [walker@post_guard_3] corpse_detection_enabled = false gather_items_enabled = false path_walk = pri_a18_monolith_3_post_guard_walk path_look = pri_a18_monolith_3_post_guard_look out_restr = pri_a18_post_quard_out_restrictor combat_ignore_cond = true on_info = {+pri_a18_post_guard_combat} walker@post_guard33 on_info2 = {=enemy_in_zone(pri_a18_enter_restrictor)} %+pri_a18_post_guard_combat% [walker@post_guard33] corpse_detection_enabled = false gather_items_enabled = false path_walk = pri_a18_monolith_3_post_guard_walk out_restr = pri_a18_post_quard_out_restrictor ;------------- [logic@monolith_post_guard_4] active = walker@post_guard_4_teleport suitable = {=target_squad_name(pri_a18_monolith_post_guard_squad)} true prior = 70 on_hit = combat [walker@post_guard_4_teleport] corpse_detection_enabled = false gather_items_enabled = false path_walk = pri_a18_monolith_4_post_guard_walk on_info = patrol@post_guard_1 %=teleport_npc(pri_a18_smart_terrain_pri_a18_monolith_4_post_guard_walk)% [patrol@post_guard_1] corpse_detection_enabled = false gather_items_enabled = false path_walk = pri_a18_monolith_4_post_guard_walk path_look = pri_a18_monolith_4_post_guard_look out_restr = pri_a18_post_quard_out_restrictor combat_ignore_cond = true on_info = {+pri_a18_post_guard_combat} patrol@post_guard_11 on_info2 = {=enemy_in_zone(pri_a18_enter_restrictor)} %+pri_a18_post_guard_combat% [patrol@post_guard_11] corpse_detection_enabled = false gather_items_enabled = false path_walk = pri_a18_monolith_4_post_guard_walk out_restr = pri_a18_post_quard_out_restrictor ;------------- [logic@monolith_post_guard_5] active = walker@post_guard_5_teleport suitable = {=target_squad_name(pri_a18_monolith_post_guard_squad)} true prior = 70 on_hit = combat [walker@post_guard_5_teleport] corpse_detection_enabled = false gather_items_enabled = false path_walk = pri_a18_monolith_5_post_guard_walk on_info = patrol@post_guard_2 %=teleport_npc(pri_a18_smart_terrain_pri_a18_monolith_5_post_guard_walk)% [patrol@post_guard_2] corpse_detection_enabled = false gather_items_enabled = false path_walk = pri_a18_monolith_5_post_guard_walk path_look = pri_a18_monolith_5_post_guard_look out_restr = pri_a18_post_quard_out_restrictor combat_ignore_cond = true on_info = {+pri_a18_post_guard_combat} patrol@post_guard_22 on_info2 = {=enemy_in_zone(pri_a18_enter_restrictor)} %+pri_a18_post_guard_combat% [patrol@post_guard_22] corpse_detection_enabled = false gather_items_enabled = false path_walk = pri_a18_monolith_5_post_guard_walk out_restr = pri_a18_post_quard_out_restrictor ;------------- [logic@pri_a18_monolith_corridor] active = walker@post_guard_6_teleport suitable = {=target_squad_name(pri_a18_monolith_corridor_squad)} true prior = 70 [walker@post_guard_6_teleport] corpse_detection_enabled = false path_walk = monolith_corridor_walk on_info = camper@corridor %=teleport_npc(pri_a18_smart_terrain_monolith_corridor_walk)% [camper@corridor] corpse_detection_enabled = false gather_items_enabled = false path_walk = monolith_corridor_walk path_look = monolith_corridor_look combat_ignore_cond = true combat_ignore_keep_when_attacked = true radius = 0 on_info = {=see_actor} walker@corridor_2 [walker@corridor_2] in_restr = pri_a18_monolith_trance_restrictor corpse_detection_enabled = false gather_items_enabled = false path_walk = monolith_corridor_walk path_look = monolith_corridor_look ;------------- [logic@pri_a18_monolith_2nd_corridor_1] active = walker@monolith_2nd_corridor_1_teleport suitable = {=target_squad_name(pri_a18_monolith_2nd_corridor_squad)} true prior = 200 [walker@monolith_2nd_corridor_1_teleport] corpse_detection_enabled = false gather_items_enabled = false path_walk = pri_a18_monolith_2nd_corridor_walk_1 on_info = walker@monolith_2nd_corridor_wait_1 %=teleport_npc(pri_a18_smart_terrain_pri_a18_monolith_2nd_corridor_walk_1)% [walker@monolith_2nd_corridor_wait_1] corpse_detection_enabled = false gather_items_enabled = false path_walk = pri_a18_monolith_2nd_corridor_walk_1 path_look = pri_a18_monolith_2nd_corridor_look combat_ignore_cond = true combat_ignore_keep_when_attacked = true in_restr = pri_a18_monolith_trance_restrictor on_info = {!squad_exist(pri_a18_monolith_corridor_squad) =enemy_in_zone(pri_a18_corridor_man_fire_zone)} walker@monolith_2nd_corridor_wait_1_2 on_info2 = {=enemy_in_zone(pri_surge_hide_a18_2)} walker@monolith_2nd_corridor_wait_1_2 [walker@monolith_2nd_corridor_wait_1_2] corpse_detection_enabled = false gather_items_enabled = false def_state_moving = assault path_walk = pri_a18_monolith_2nd_corridor_attack_walk