[logic@pas_b400_tunnel_tushkano_1] active = mob_walker@tunnel_tushkano_home_1 suitable = {=target_squad_name(pas_b400_tunnel_tushkano)} true prior = 200 monster_job = true [logic@pas_b400_tunnel_tushkano_2] active = mob_walker@tunnel_tushkano_home_1 suitable = {=target_squad_name(pas_b400_tunnel_tushkano)} true prior = 200 monster_job = true [mob_walker@tunnel_tushkano_home_1] path_walk = tushkano_home_1 combat_ignore_cond = true on_info = {+pas_b400_downstairs_door_opened} mob_home@tunnel_tushkano_home_2 [mob_home@tunnel_tushkano_home_2] path_home = tushkano_home_2 home_min_radius = 10 home_max_radius = 30 aggressive = true [logic@pas_b400_snork_tunnel_2] active = mob_walker@snork_tunnel_2_walk suitable = {=is_monster_snork =target_squad_name(pas_b400_snork_tunnel_2)} true prior = 200 monster_job = true [mob_home@snork_tunnel_2_start] path_home = snork_tunnel_2_look combat_ignore_cond = true npc_friendly = true on_info = mob_walker@snork_tunnel_2_walk %=teleport_npc(pas_b400_tunnel_snork_tunnel_2_walk)% [mob_walker@snork_tunnel_2_walk] path_walk = snork_tunnel_2_walk path_look = snork_tunnel_2_look combat_ignore_cond = true npc_friendly = true out_restr = pas_b400_sr_tunnel_snork_2_in on_info = {=actor_in_zone(pas_b400_sr_tunnel_2)} mob_jump@snork_tunnel_2_jump on_info2 = {=mob_was_hit} mob_jump@snork_tunnel_2_jump ;on_info3 = {!npc_in_zone(pas_b400_sr_tunnel_snork_2_in)} %=teleport_npc(pas_b400_tunnel_snork_tunnel_2_walk)% [mob_jump@snork_tunnel_2_jump] path_jump = snork_tunnel_2_look ph_jump_factor = 1.0 offset = 0,0,0 on_signal = jumped | mob_home@snork_tunnel_2_home %+pas_b400_snork_tunnel_2_jumped% [mob_home@snork_tunnel_2_home] path_home = snork_tunnel_2_look home_min_radius = 10 home_max_radius = 50 aggressive = true [logic@pas_b400_snork_tunnel_3_1] active = mob_walker@snork_tunnel_3_1_walk suitable = {=is_monster_snork =target_squad_name(pas_b400_snork_tunnel_3)} true prior = 200 monster_job = true [mob_walker@snork_tunnel_3_1_walk] path_walk = snork_tunnel_3_1_walk path_look = snork_tunnel_3_1_look combat_ignore_cond = true npc_friendly = true on_info = {!actor_in_zone(pas_b400_sr_tunnel_2) =actor_in_zone(pas_b400_sr_tunnel_3)} mob_jump@snork_tunnel_3_1_jump [mob_jump@snork_tunnel_3_1_jump] path_jump = snork_tunnel_3_1_look ph_jump_factor = 1.4 offset = 0,0,0 on_signal = jumped | mob_home@snork_tunnel_3_home %+pas_b400_snork_tunnel_3_jumped% [logic@pas_b400_snork_tunnel_3_2] active = mob_walker@snork_tunnel_3_2_walk suitable = {=is_monster_snork =target_squad_name(pas_b400_snork_tunnel_3)} true prior = 200 monster_job = true [mob_walker@snork_tunnel_3_2_walk] path_walk = snork_tunnel_3_2_walk path_look = snork_tunnel_3_2_look combat_ignore_cond = true npc_friendly = true on_info = {!actor_in_zone(pas_b400_sr_tunnel_2) =actor_in_zone(pas_b400_sr_tunnel_3)} mob_jump@snork_tunnel_3_2_jump [mob_jump@snork_tunnel_3_2_jump] path_jump = snork_tunnel_3_2_look ph_jump_factor = 1.1 offset = 0,0,0 on_signal = jumped | mob_home@snork_tunnel_3_home %+pas_b400_snork_tunnel_3_jumped% [logic@pas_b400_snork_tunnel_3_3] active = mob_walker@snork_tunnel_3_3_walk suitable = {=is_monster_snork =target_squad_name(pas_b400_snork_tunnel_3)} true prior = 200 monster_job = true [mob_walker@snork_tunnel_3_3_walk] path_walk = snork_tunnel_3_3_walk path_look = snork_tunnel_3_3_look combat_ignore_cond = true npc_friendly = true on_info = {!actor_in_zone(pas_b400_sr_tunnel_2) =actor_in_zone(pas_b400_sr_tunnel_3)} mob_jump@snork_tunnel_3_3_jump [mob_jump@snork_tunnel_3_3_jump] path_jump = snork_tunnel_3_3_look ph_jump_factor = 0.95 offset = 0,0,0 on_signal = jumped | mob_home@snork_tunnel_3_home %+pas_b400_snork_tunnel_3_jumped% [logic@pas_b400_snork_tunnel_3_4] active = mob_walker@snork_tunnel_3_4_walk suitable = {=is_monster_snork =target_squad_name(pas_b400_snork_tunnel_3)} true prior = 200 monster_job = true [mob_walker@snork_tunnel_3_4_walk] path_walk = snork_tunnel_3_4_walk path_look = snork_tunnel_3_4_look combat_ignore_cond = true npc_friendly = true on_info = {!actor_in_zone(pas_b400_sr_tunnel_2) =actor_in_zone(pas_b400_sr_tunnel_3)} mob_jump@snork_tunnel_3_4_jump [mob_jump@snork_tunnel_3_4_jump] path_jump = snork_tunnel_3_4_look ph_jump_factor = 0.95 offset = 0,0,0 on_signal = jumped | mob_home@snork_tunnel_3_home %+pas_b400_snork_tunnel_3_jumped% [mob_home@snork_tunnel_3_home] path_home = snork_tunnel_3_home home_min_radius = 10 home_max_radius = 50 aggressive = true [logic@pas_b400_snork_tunnel_4_1] active = mob_walker@snork_tunnel_4_walk suitable = {=is_monster_snork =target_squad_name(pas_b400_snork_tunnel_4)} true prior = 200 monster_job = true [logic@pas_b400_snork_tunnel_4_2] active = mob_walker@snork_tunnel_4_walk suitable = {=is_monster_snork =target_squad_name(pas_b400_snork_tunnel_4)} true prior = 200 monster_job = true [logic@pas_b400_snork_tunnel_4_3] active = mob_walker@snork_tunnel_4_walk suitable = {=is_monster_snork =target_squad_name(pas_b400_snork_tunnel_4)} true prior = 200 monster_job = true [logic@pas_b400_snork_tunnel_4_4] active = mob_walker@snork_tunnel_4_walk suitable = {=is_monster_snork =target_squad_name(pas_b400_snork_tunnel_4)} true prior = 200 monster_job = true [mob_walker@snork_tunnel_4_walk] path_walk = snork_tunnel_4_walk path_look = snork_tunnel_4_look out_restr = pas_b400_sr_tunnel_snork_4_in on_signal = path_end | mob_jump@snork_tunnel_4_jump combat_ignore_cond = true npc_friendly = true aggressive = false [mob_jump@snork_tunnel_4_jump] path_jump = snork_tunnel_4_look ph_jump_factor = 1.3 offset = 0,0,0 on_signal = jumped | mob_home@snork_tunnel_4_home [mob_home@snork_tunnel_4_home] path_home = snork_tunnel_4_home home_min_radius = 10 home_max_radius = 50 aggressive = true out_restr = pas_b400_sr_tunnel_4, pas_b400_sr_tunnel_5 in_restr = pas_b400_sr_track_door_in [logic@pas_b400_snork_tunnel_5_1] active = mob_home@snork_tunnel_5_home suitable = {=is_monster_snork =target_squad_name(pas_b400_snork_tunnel_5)} true prior = 200 monster_job = true on_hit = hit@pas_b400_snork_tunnel_5_hit [logic@pas_b400_snork_tunnel_5_2] active = mob_home@snork_tunnel_5_home suitable = {=is_monster_snork =target_squad_name(pas_b400_snork_tunnel_5)} true prior = 200 monster_job = true on_hit = hit@pas_b400_snork_tunnel_5_hit [logic@pas_b400_snork_tunnel_5_3] active = mob_home@snork_tunnel_5_home suitable = {=is_monster_snork =target_squad_name(pas_b400_snork_tunnel_5)} true prior = 200 monster_job = true on_hit = hit@pas_b400_snork_tunnel_5_hit [logic@pas_b400_snork_tunnel_5_4] active = mob_home@snork_tunnel_5_home suitable = {=is_monster_snork =target_squad_name(pas_b400_snork_tunnel_5)} true prior = 200 monster_job = true on_hit = hit@pas_b400_snork_tunnel_5_hit [logic@pas_b400_snork_tunnel_5_5] active = mob_home@snork_tunnel_5_home suitable = {=is_monster_snork =target_squad_name(pas_b400_snork_tunnel_5)} true prior = 200 monster_job = true on_hit = hit@pas_b400_snork_tunnel_5_hit [logic@pas_b400_snork_tunnel_5_6] active = mob_home@snork_tunnel_5_home suitable = {=is_monster_snork =target_squad_name(pas_b400_snork_tunnel_5)} true prior = 200 monster_job = true on_hit = hit@pas_b400_snork_tunnel_5_hit [logic@pas_b400_snork_tunnel_5_7] active = mob_home@snork_tunnel_5_home suitable = {=is_monster_snork =target_squad_name(pas_b400_snork_tunnel_5)} true prior = 200 monster_job = true on_hit = hit@pas_b400_snork_tunnel_5_hit [mob_home@snork_tunnel_5_home] path_home = snork_tunnel_5_home home_min_radius = 2 home_max_radius = 5 out_restr = pas_b400_sr_hall_1 in_restr = pas_b400_sr_tunnel_5, pas_b400_sr_track_door_in aggressive = false combat_ignore_cond = true npc_friendly = true on_info = {+pas_b400_tunnel_gates_started_to_open} mob_home@snork_tunnel_5_1_home on_info2 = {-pas_b400_tunnel_button_pressed !npc_in_zone(pas_b400_sr_hall_1)} %=teleport_npc(pas_b400_tunnel_snork_tunnel_5_home)% [mob_home@snork_tunnel_5_1_home] path_home = snork_tunnel_5_attack home_min_radius = 10 home_max_radius = 50 out_restr = pas_b400_sr_tunnel_5 aggressive = true [hit@pas_b400_snork_tunnel_5_hit] on_info = {+pas_b400_tunnel_gates_started_to_open =squad_npc_count_ge(pas_b400_snork_tunnel_5:2)} %=kill_npc%