#include "pas_b400_general.ltx" [logic@pas_b400_zulus_elevator] active = walker@zulus_elevator_1 suitable = {=check_npc_name(pas_b400_zulus) -pas_b400_elevator_done} true prior = 200 on_hit = hit@zulus on_death = death@zulus post_combat_time = 0,0 [walker@zulus_elevator_1]:walker@zulus_def path_walk = zulus_1_walk path_look = zulus_1_look out_restr = pas_b400_sr_elevator_1 on_info = {=actor_in_zone(pas_b400_sr_elevator_2)} walker@zulus_elevator_2 on_info2 = {+pas_b400_zulus_about_underpass} %-pas_b400_zulus_about_underpass =play_sound(pas_b400_zulus_about_underpass)% [walker@zulus_elevator_2]:walker@zulus_def path_walk = zulus_2_walk path_look = zulus_2_look out_restr = pas_b400_sr_elevator_2 on_info = {=actor_in_zone(pas_b400_sr_elevator_3)} walker@zulus_elevator_3 [walker@zulus_elevator_3]:walker@zulus_def path_walk = zulus_3_walk path_look = zulus_3_look out_restr = pas_b400_sr_elevator_3 on_info = {=actor_in_zone(pas_b400_sr_elevator_4)} walker@zulus_elevator_4 [walker@zulus_elevator_4]:walker@zulus_def path_walk = zulus_4_walk path_look = zulus_4_look out_restr = pas_b400_sr_elevator_4 on_info = {=actor_in_zone(pas_b400_sr_elevator_5)} walker@zulus_elevator_5 [walker@zulus_elevator_5]:walker@zulus_def path_walk = zulus_5_walk path_look = zulus_5_look out_restr = pas_b400_sr_elevator_5 on_info = {+pas_b400_sr_elevator_5_passed -pas_b400_zulus_about_outfits_1} %+pas_b400_zulus_about_outfits_1 =play_sound(pas_b400_zulus_about_outfits_1)% [logic@pas_b400_vano_elevator] active = walker@vano_elevator_1 suitable = {=check_npc_name(pas_b400_vano) -pas_b400_elevator_done} true prior = 200 on_hit = hit@vano on_death = death@vano post_combat_time = 0,0 [walker@vano_elevator_1]:walker@vano_def path_walk = vano_1_walk path_look = vano_1_look out_restr = pas_b400_sr_elevator_1 on_info = {=actor_in_zone(pas_b400_sr_elevator_2)} walker@vano_elevator_2 on_info2 = {+pas_b400_vano_about_underpass} %-pas_b400_vano_about_underpass =play_sound(pas_b400_vano_about_underpass)% [walker@vano_elevator_2]:walker@vano_def path_walk = vano_2_walk path_look = vano_2_look out_restr = pas_b400_sr_elevator_2 on_info = {=actor_in_zone(pas_b400_sr_elevator_3)} walker@vano_elevator_3 [walker@vano_elevator_3]:walker@vano_def path_walk = vano_3_walk path_look = vano_3_look out_restr = pas_b400_sr_elevator_3 on_info = {=actor_in_zone(pas_b400_sr_elevator_4)} walker@vano_elevator_4 [walker@vano_elevator_4]:walker@vano_def path_walk = vano_4_walk path_look = vano_4_look out_restr = pas_b400_sr_elevator_4 on_info = {=actor_in_zone(pas_b400_sr_elevator_5)} walker@vano_elevator_5 [walker@vano_elevator_5]:walker@vano_def path_walk = vano_5_walk path_look = vano_5_look out_restr = pas_b400_sr_elevator_5 [logic@pas_b400_sokolov_elevator] active = walker@sokolov_elevator_1 suitable = {=check_npc_name(pas_b400_sokolov) -pas_b400_elevator_done} true prior = 200 on_hit = hit@sokolov on_death = death@sokolov post_combat_time = 0,0 [walker@sokolov_elevator_1]:walker@sokolov_def path_walk = sokolov_1_walk path_look = sokolov_1_look out_restr = pas_b400_sr_elevator_1 on_info = {=actor_in_zone(pas_b400_sr_elevator_2)} walker@sokolov_elevator_2 on_info2 = {+pas_b400_sr_elevator_1_passed -pas_b400_sokolov_about_elevator_1} %+pas_b400_sokolov_about_elevator_1 =play_sound(pas_b400_sokolov_about_elevator_1)% [walker@sokolov_elevator_2]:walker@sokolov_def path_walk = sokolov_2_walk path_look = sokolov_2_look out_restr = pas_b400_sr_elevator_2 on_info = {=actor_in_zone(pas_b400_sr_elevator_3)} walker@sokolov_elevator_3 on_info2 = {+pas_b400_sr_elevator_1_passed -pas_b400_sokolov_about_elevator_1} %+pas_b400_sokolov_about_elevator_1 =play_sound(pas_b400_sokolov_about_elevator_1)% [walker@sokolov_elevator_3]:walker@sokolov_def path_walk = sokolov_3_walk path_look = sokolov_3_look out_restr = pas_b400_sr_elevator_3 on_info = {=actor_in_zone(pas_b400_sr_elevator_4)} walker@sokolov_elevator_4 [walker@sokolov_elevator_4]:walker@sokolov_def path_walk = sokolov_4_walk path_look = sokolov_4_look out_restr = pas_b400_sr_elevator_4 on_info = {=actor_in_zone(pas_b400_sr_elevator_5)} walker@sokolov_elevator_5 [walker@sokolov_elevator_5]:walker@sokolov_def path_walk = sokolov_5_walk path_look = sokolov_5_look out_restr = pas_b400_sr_elevator_5 [logic@pas_b400_wanderer_elevator] active = walker@wanderer_elevator_1 suitable = {=check_npc_name(pas_b400_wanderer) -pas_b400_elevator_done} true prior = 200 on_hit = hit@wanderer on_death = death@wanderer post_combat_time = 0,0 [walker@wanderer_elevator_1]:walker@wanderer_def path_walk = wanderer_1_walk path_look = wanderer_1_look def_state_standing = threat_na out_restr = pas_b400_sr_elevator_1 on_info = {=actor_in_zone(pas_b400_sr_elevator_2)} walker@wanderer_elevator_2 on_info2 = {+pas_b400_wanderer_about_underpass} %-pas_b400_wanderer_about_underpass =play_sound(pas_b400_wanderer_about_underpass)% [walker@wanderer_elevator_2]:walker@wanderer_def path_walk = wanderer_2_walk path_look = wanderer_2_look out_restr = pas_b400_sr_elevator_2 on_info = {=actor_in_zone(pas_b400_sr_elevator_3)} walker@wanderer_elevator_3 [walker@wanderer_elevator_3]:walker@wanderer_def path_walk = wanderer_3_walk path_look = wanderer_3_look out_restr = pas_b400_sr_elevator_3 on_info = {=actor_in_zone(pas_b400_sr_elevator_4)} walker@wanderer_elevator_4 [walker@wanderer_elevator_4]:walker@wanderer_def path_walk = wanderer_4_walk path_look = wanderer_4_look out_restr = pas_b400_sr_elevator_4 on_info = {=actor_in_zone(pas_b400_sr_elevator_5)} walker@wanderer_elevator_5 [walker@wanderer_elevator_5]:walker@wanderer_def path_walk = wanderer_5_walk path_look = wanderer_5_look out_restr = pas_b400_sr_elevator_5