#include "pas_b400_general.ltx" [logic@pas_b400_zulus_way] active = walker@zulus_way_1 suitable = {=check_npc_name(pas_b400_zulus) -pas_b400_way_done} true prior = 200 on_hit = hit@zulus on_death = death@zulus post_combat_time = 0,0 [walker@zulus_way_1]:walker@zulus_def path_walk = zulus_1_walk path_look = zulus_1_look out_restr = pas_b400_sr_way_1 on_info = {=actor_in_zone(pas_b400_sr_way_2)} walker@zulus_way_2 on_info2 = {+pas_b400_way_anomaly_done} walker@zulus_way_2 [walker@zulus_way_2]:walker@zulus_def path_walk = zulus_2_walk path_look = zulus_2_look out_restr = pas_b400_sr_way_1, pas_b400_sr_way_2 combat_ignore_cond = {-pas_b400_way_door_opened} true, false [logic@pas_b400_vano_way] active = walker@vano_way_1 suitable = {=check_npc_name(pas_b400_vano) -pas_b400_way_done} true prior = 200 on_hit = hit@vano on_death = death@vano post_combat_time = 0,0 [walker@vano_way_1]:walker@vano_def path_walk = vano_1_walk path_look = vano_1_look out_restr = pas_b400_sr_way_1 on_signal = path_end | remark@vano_way_1_1 on_info = {+pas_b400_way_anomaly_done} walker@vano_way_2 on_info2 = {=actor_in_zone(pas_b400_sr_way_2)} walker@vano_way_2 %+pas_b400_way_anomaly_done% [remark@vano_way_1_1]:walker@vano_def target = path | pas_b400_way_vano_1_look, 0 anim = pas_b400_vano_probe out_restr = pas_b400_sr_way_1 on_signal = anim_end | walker@vano_way_1_1 on_info = %=play_sound(pas_b400_vano_about_anomaly_third_1)% [walker@vano_way_1_1]:walker@vano_def path_walk = vano_1_1_walk path_look = vano_1_1_look out_restr = pas_b400_sr_way_1 on_signal = path_end | remark@vano_way_1_2 on_info = {=actor_in_zone(pas_b400_sr_way_2)} walker@vano_way_2 %+pas_b400_way_anomaly_done% [remark@vano_way_1_2]:walker@vano_def target = path | pas_b400_way_vano_1_1_look, 0 anim = pas_b400_vano_probe out_restr = pas_b400_sr_way_1 on_signal = anim_end | walker@vano_way_2 %+pas_b400_way_anomaly_done% [walker@vano_way_2]:walker@vano_def path_walk = vano_2_walk path_look = vano_2_look out_restr = pas_b400_sr_way_1, pas_b400_sr_way_2 combat_ignore_cond = {-pas_b400_way_door_opened} true, false [logic@pas_b400_sokolov_way] active = walker@sokolov_way_1 suitable = {=check_npc_name(pas_b400_sokolov) -pas_b400_way_done} true prior = 200 on_hit = hit@sokolov on_death = death@sokolov post_combat_time = 0,0 [walker@sokolov_way_1]:walker@sokolov_def path_walk = sokolov_1_walk path_look = sokolov_1_look out_restr = pas_b400_sr_way_1 on_info = {=actor_in_zone(pas_b400_sr_way_2)} walker@sokolov_way_2 on_info2 = {+pas_b400_way_anomaly_done} walker@sokolov_way_2 [walker@sokolov_way_2]:walker@sokolov_def path_walk = sokolov_2_walk path_look = sokolov_2_look out_restr = pas_b400_sr_way_1, pas_b400_sr_way_2 on_info = {+pas_b400_way_door_opened} %=play_sound(pas_b400_sokolov_about_tushkano_1)% combat_ignore_cond = {-pas_b400_way_door_opened} true, false [logic@pas_b400_wanderer_way] active = walker@wanderer_way_1 suitable = {=check_npc_name(pas_b400_wanderer) -pas_b400_way_done} true prior = 200 on_hit = hit@wanderer on_death = death@wanderer post_combat_time = 0,0 [walker@wanderer_way_1]:walker@wanderer_def path_walk = wanderer_1_walk path_look = wanderer_1_look out_restr = pas_b400_sr_way_1 on_info = {=actor_in_zone(pas_b400_sr_way_2)} walker@wanderer_way_2 on_info2 = {+pas_b400_way_anomaly_done} walker@wanderer_way_2 [walker@wanderer_way_2]:walker@wanderer_def path_walk = wanderer_2_walk path_look = wanderer_2_look out_restr = pas_b400_sr_way_1, pas_b400_sr_way_2 combat_ignore_cond = {-pas_b400_way_door_opened} true, false