[logic@zombied_1] active = walker@zombied_1 suitable = {=check_npc_name(zombied)} true prior = 50 [walker@zombied_1] path_walk = pri_b36_zombied_1_1_walk path_look = pri_b36_zombied_1_1_look on_info = {+pri_b36_ahtung} walker@fire_actor_1 on_actor_dist_le = 35 | {=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_3 %+pri_b36_ahtung% sound_idle = state combat_ignore_cond = {=is_enemy_actor} true, {=check_enemy_name(sim_default)} true out_restr = pri_b36_sr_half_out_restr danger = danger_1 [walker@fire_actor_1] path_walk = pri_b36_zombied_1_1_walk path_look = pri_b36_zombied_1_1_look out_restr = pri_b36_sr_half_out_restr sound_idle = state combat_ignore_cond = {=check_enemy_name(sim_default)} true ;danger = danger1 [danger_1] ignore_distance = 0 ;------------------------- 2 ------------------------------ [logic@zombied_2] active = walker@zombied_2 suitable = {=check_npc_name(zombied)} true prior = 50 [walker@zombied_2] path_walk = pri_b36_zombied_2_1_walk path_look = pri_b36_zombied_2_1_look on_info = {+pri_b36_ahtung} walker@fire_actor_2 on_actor_dist_le = 35 | {=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_3 %+pri_b36_ahtung% sound_idle = state combat_ignore_cond = {=is_enemy_actor} true, {=check_enemy_name(sim_default)} true out_restr = pri_b36_sr_half_out_restr danger = danger_2 [walker@fire_actor_2] path_walk = pri_b36_zombied_2_1_walk path_look = pri_b36_zombied_2_1_look out_restr = pri_b36_sr_half_out_restr sound_idle = state combat_ignore_cond = {=check_enemy_name(sim_default)} true ;danger = danger1 [danger_2] ignore_distance = 0 ;------------------------- 3 ------------------------------ [logic@zombied_3] active = walker@zombied_3 suitable = {=check_npc_name(zombied)} true prior = 50 [walker@zombied_3] path_walk = pri_b36_zombied_3_1_walk path_look = pri_b36_zombied_3_1_look on_info = {+pri_b36_ahtung} walker@fire_actor_3 on_actor_dist_le = 35 | {=see_actor} walker@fire_actor_3 %+pri_b36_ahtung% on_sound = actor|WPN_shoot|10000|0.2| {=dist_to_actor_le(70)} walker@fire_actor_3 %+pri_b36_ahtung% on_sound2 = actor|MST_step|15|0.5| walker@fire_actor_3 %+pri_b36_ahtung% on_sound3 = actor|WPN_empty|15|0.3| walker@fire_actor_3 %+pri_b36_ahtung% on_sound4 = actor|WPN_reload|15|0.3| walker@fire_actor_3 %+pri_b36_ahtung% on_sound5 = actor|MST_damage|10|0.3| walker@fire_actor_3 %+pri_b36_ahtung% sound_idle = state combat_ignore_cond = {=is_enemy_actor} true, {=check_enemy_name(sim_default)} true danger = danger_3 out_restr = pri_b36_sr_half_out_restr [walker@fire_actor_3] path_walk = pri_b36_zombied_3_1_walk path_look = pri_b36_zombied_3_1_look sound_idle = state ;danger = danger3 out_restr = pri_b36_sr_half_out_restr combat_ignore_cond = {=check_enemy_name(sim_default)} true [danger_3] ignore_distance = 0 ;------------------------- 4 ------------------------------ [logic@zombied_4] active = walker@zombied_4 suitable = {=check_npc_name(zombied)} true prior = 50 [walker@zombied_4] path_walk = pri_b36_zombied_4_1_walk path_look = pri_b36_zombied_4_1_look out_restr = pri_b36_zombied_restrictor on_info = {+pri_b36_ahtung !actor_in_zone(pri_b36_sr_half_out_restr)} walker@fire_actor_4 on_actor_dist_le = 35 | {=see_actor} walker@fire_actor_4 %+pri_b36_ahtung% on_sound = actor|WPN_shoot|10000|0.2| {=dist_to_actor_le(70)} walker@fire_actor_4 %+pri_b36_ahtung% on_sound2 = actor|MST_step|15|0.5| walker@fire_actor_4 %+pri_b36_ahtung% on_sound3 = actor|WPN_empty|15|0.3| walker@fire_actor_4 %+pri_b36_ahtung% on_sound4 = actor|WPN_reload|15|0.3| walker@fire_actor_4 %+pri_b36_ahtung% on_sound5 = actor|MST_damage|10|0.3| walker@fire_actor_4 %+pri_b36_ahtung% sound_idle = state combat_ignore_cond = {=is_enemy_actor} true, {=check_enemy_name(sim_default)} true danger = danger_4 [walker@fire_actor_4] path_walk = pri_b36_zombied_4_2_walk path_look = pri_b36_zombied_4_2_look sound_idle = state out_restr = pri_b36_zombied_restrictor combat_ignore_cond = {=check_enemy_name(sim_default)} true [danger_4] ignore_distance = 0 ;------------------------- 5 ------------------------------ [logic@zombied_5] active = walker@zombied_5 suitable = {=check_npc_name(zombied)} true prior = 50 [walker@zombied_5] path_walk = pri_b36_zombied_5_1_walk path_look = pri_b36_zombied_5_1_look on_info = {+pri_b36_ahtung} walker@fire_actor_5 on_actor_dist_le = 35 | {=see_actor} walker@fire_actor_5 %+pri_b36_ahtung% on_sound = actor|WPN_shoot|10000|0.2| {=dist_to_actor_le(70)} walker@fire_actor_5 %+pri_b36_ahtung% on_sound2 = actor|MST_step|15|0.5| walker@fire_actor_5 %+pri_b36_ahtung% on_sound3 = actor|WPN_empty|15|0.3| walker@fire_actor_5 %+pri_b36_ahtung% on_sound4 = actor|WPN_reload|15|0.3| walker@fire_actor_5 %+pri_b36_ahtung% on_sound5 = actor|MST_damage|10|0.3| walker@fire_actor_5 %+pri_b36_ahtung% sound_idle = state combat_ignore_cond = {=is_enemy_actor} true, {=check_enemy_name(sim_default)} true danger = danger_5 out_restr = pri_b36_zombied_restrictor [walker@fire_actor_5] path_walk = pri_b36_zombied_5_1_walk path_look = pri_b36_zombied_5_1_look sound_idle = state out_restr = pri_b36_zombied_restrictor combat_ignore_cond = {=check_enemy_name(sim_default)} true [danger_5] ignore_distance = 0