[logic@guard_1] active = walker@guard_1 suitable = {=check_npc_name(monolith)} true prior = 100 [walker@guard_1] path_walk = pri_b36_guard_1_1_walk path_look = pri_b36_guard_1_1_look on_info = {+pri_b36_ahtung} walker@fire_actor_1 on_actor_dist_le = 50 | {=see_actor} walker@fire_actor_1 %+pri_b36_ahtung% on_sound = actor|WPN_shoot|10000|0.2| {=dist_to_actor_le(70)} walker@fire_actor_1 %+pri_b36_ahtung% on_sound2 = actor|MST_step|15|0.5| walker@fire_actor_1 %+pri_b36_ahtung% on_sound3 = actor|WPN_empty|15|0.3| walker@fire_actor_1 %+pri_b36_ahtung% on_sound4 = actor|WPN_reload|15|0.3| walker@fire_actor_1 %+pri_b36_ahtung% on_sound5 = actor|MST_damage|10|0.3| walker@fire_actor_1 %+pri_b36_ahtung% sound_idle = state combat_ignore_cond = {=is_enemy_actor} true, {=check_enemy_name(sim_default)} true danger = danger_1 gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@fire_actor_1] path_walk = pri_b36_guard_1_1_walk path_look = pri_b36_guard_1_1_look out_restr = pri_b36_sr_half_out_restr sound_idle = state gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [danger_1] ignore_distance = 0 ;[hit_1] ;on_info = {=hit_by_actor -pri_b36_ahtung} %+pri_b36_ahtung% ;------------------------- 2 ------------------------------ [logic@guard_2] active = walker@guard_2 suitable = {=check_npc_name(monolith)} true prior = 100 [walker@guard_2] path_walk = pri_b36_guard_2_1_walk path_look = pri_b36_guard_2_1_look on_info = {+pri_b36_ahtung} walker@fire_actor_2 on_actor_dist_le = 50 | {=see_actor} walker@fire_actor_2 %+pri_b36_ahtung% on_sound = actor|WPN_shoot|10000|0.2| {=dist_to_actor_le(70)} walker@fire_actor_2 %+pri_b36_ahtung% on_sound2 = actor|MST_step|15|0.5| walker@fire_actor_2 %+pri_b36_ahtung% on_sound3 = actor|WPN_empty|15|0.3| walker@fire_actor_2 %+pri_b36_ahtung% on_sound4 = actor|WPN_reload|15|0.3| walker@fire_actor_2 %+pri_b36_ahtung% on_sound5 = actor|MST_damage|10|0.3| walker@fire_actor_2 %+pri_b36_ahtung% sound_idle = state combat_ignore_cond = {=is_enemy_actor} true, {=check_enemy_name(sim_default)} true danger = danger_2 gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@fire_actor_2] path_walk = pri_b36_guard_2_1_walk path_look = pri_b36_guard_2_1_look out_restr = pri_b36_sr_half_out_restr sound_idle = state gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [danger_2] ignore_distance = 0 ;[hit_2] ;on_info = {=hit_by_actor -pri_b36_ahtung} %+pri_b36_ahtung%