#include "pri_a28_general.ltx" [logic@pri_a28_kovalski_arch] active = camper@kovalski_arch_1 suitable = {-pri_a28_arch_done =check_npc_name(kovalski)} true prior = 200 on_hit = hit@def on_death = death@def post_combat_time = 0,0 [camper@kovalski_arch_1]:walker@kovalski_ignore path_walk = kovalski_1_walk path_look = kovalski_1_look def_state_standing = hide_na out_restr = pri_a28_sr_arch_1 on_info = {=npc_in_zone(pri_a28_sr_arch_1) +pri_a28_strelok_go_over_anomaly} camper@kovalski_arch_1_wait [camper@kovalski_arch_1_wait]:walker@kovalski_ignore path_walk = kovalski_1_walk path_look = kovalski_1_look def_state_standing = hide_na out_restr = pri_a28_sr_arch_1 on_game_timer = 40 | %=play_sound(pri_a28_colonel_ok_go_here)% on_signal = sound_end | camper@kovalski_arch_2 %+pri_a28_colonel_ok_go_here% on_info = {+pri_a28_colonel_ok_go_here} camper@kovalski_arch_2 [camper@kovalski_arch_2]:walker@kovalski_ignore path_walk = kovalski_2_walk path_look = kovalski_2_look out_restr = pri_a28_sr_arch_2 on_signal = path_end | camper@kovalski_arch_2_wait [camper@kovalski_arch_2_wait]:walker@kovalski_ignore path_walk = kovalski_2_walk path_look = kovalski_2_look out_restr = pri_a28_sr_arch_2 on_info = {+pri_a28_evac_com_where_you} remark@kovalski_arch_2 [remark@kovalski_arch_2]:walker@kovalski_ignore target = story | actor anim = wait_rac out_restr = pri_a28_sr_arch_2 on_signal = anim_end | remark@kovalski_arch_2_answer [remark@kovalski_arch_2_answer]:walker@kovalski_ignore target = story | actor anim = wait_rac out_restr = pri_a28_sr_arch_2 on_signal = sound_end | remark@kovalski_arch_2_1 %+pri_a28_colonel_we_close% on_info = %=play_sound(pri_a28_colonel_we_close)% [remark@kovalski_arch_2_1]:walker@kovalski_ignore target = story | actor anim = wait_rac out_restr = pri_a28_sr_arch_2 on_signal = sound_end | {=dist_to_actor_le(15)} remark@kovalski_arch_2_talk, remark@kovalski_arch_2_wait on_info2 = {+pri_a28_evac_com_cant_wait} %=play_sound(pri_a28_colonel_will_time)% [remark@kovalski_arch_2_wait]:walker@kovalski_ignore target = story | actor anim = hide_na out_restr = pri_a28_sr_arch_2 on_game_timer = 300 | {=dist_to_actor_ge(15) -pri_a28_strelok_dead} %=play_sound(pri_a28_colonel_wait_actor) +pri_a28_colonel_wait_actor% on_game_timer2 = 450 | {=dist_to_actor_ge(15)} %=play_sound(pri_a28_colonel_wait_actor_long) +pri_a28_colonel_wait_actor% on_game_timer3 = 600 | {=dist_to_actor_ge(15)} remark@kovalski_arch_2_talk %=play_sound(pri_a28_colonel_wait_actor_go)% on_info = {-pri_a28_actor_enemy_to_squad =dist_to_actor_le(15) +pri_a28_colonel_wait_actor} remark@kovalski_arch_2_talk %=play_sound(pri_a28_colonel_wait_actor_return)% on_info2 = {-pri_a28_actor_enemy_to_squad =dist_to_actor_le(15) -pri_a28_colonel_wait_actor} remark@kovalski_arch_2_talk on_info3 = {+pri_a28_actor_enemy_to_squad} remark@kovalski_arch_2_talk [remark@kovalski_arch_2_talk]:walker@kovalski_ignore target = story | actor anim = hide_na out_restr = pri_a28_sr_arch_2 on_signal = sound_end | %+pri_a28_arch_done% on_game_timer = 10 | %=play_sound(pri_a28_colonel_ready_to_go)% [logic@pri_a28_strelok_arch] active = camper@strelok_arch_1 suitable = {-pri_a28_arch_done =check_npc_name(strelok)} true prior = 200 on_hit = hit@def on_death = death@def post_combat_time = 0,0 [camper@strelok_arch_1]:walker@ignore path_walk = strelok_1_walk path_look = strelok_1_look def_state_standing = hide_na out_restr = pri_a28_sr_arch_1 on_signal = path_end | {+pri_a28_strelok_go_over_anomaly} walker@strelok_arch_1_fight on_info = {-pri_a28_strelok_go_over_anomaly !npc_in_zone(pri_a28_sr_shop_3_small)} %+pri_a28_strelok_go_over_anomaly =play_sound(pri_a28_strelok_go_over_anomaly)% [walker@strelok_arch_1_fight]:walker@fight path_walk = strelok_1_walk path_look = strelok_1_look out_restr = pri_a28_sr_arch_1 on_info = {+pri_a28_colonel_ok_go_here} camper@strelok_arch_2 %=disable_memory_object% [camper@strelok_arch_2]:walker@ignore path_walk = strelok_2_walk path_look = strelok_2_look out_restr = pri_a28_sr_arch_2 [logic@pri_a28_military_1_arch] active = camper@military_1_arch_1 suitable = {-pri_a28_arch_done =target_squad_name(pri_a16_military_squad) !check_npc_name(strelok) !check_npc_name(kovalski)} true prior = 100 on_hit = hit@def on_death = death@def post_combat_time = 0,0 [camper@military_1_arch_1]:walker@ignore path_walk = military_1_1_walk path_look = military_1_1_look def_state_standing = hide_na out_restr = pri_a28_sr_arch_1 on_signal = path_end | walker@military_1_arch_1_fight [walker@military_1_arch_1_fight]:walker@fight path_walk = military_1_1_walk path_look = military_1_1_look out_restr = pri_a28_sr_arch_1 on_info = {+pri_a28_colonel_ok_go_here} camper@military_1_arch_2 %=disable_memory_object% [camper@military_1_arch_2]:walker@ignore path_walk = military_1_2_walk path_look = military_1_2_look out_restr = pri_a28_sr_arch_2 [logic@pri_a28_military_2_arch] active = camper@military_2_arch_1 suitable = {-pri_a28_arch_done =target_squad_name(pri_a16_military_squad) !check_npc_name(strelok) !check_npc_name(kovalski)} true prior = 90 on_hit = hit@def on_death = death@def post_combat_time = 0,0 [camper@military_2_arch_1]:walker@ignore path_walk = military_2_1_walk path_look = military_2_1_look def_state_standing = hide_na out_restr = pri_a28_sr_arch_1 on_signal = path_end | walker@military_2_arch_1_fight [walker@military_2_arch_1_fight]:walker@fight path_walk = military_2_1_walk path_look = military_2_1_look out_restr = pri_a28_sr_arch_1 on_info = {+pri_a28_colonel_ok_go_here} camper@military_2_arch_2 %=disable_memory_object% [camper@military_2_arch_2]:walker@ignore path_walk = military_2_2_walk path_look = military_2_2_look out_restr = pri_a28_sr_arch_2 [logic@pri_a28_military_3_arch] active = camper@military_3_arch_1_fight suitable = {-pri_a28_arch_done =target_squad_name(pri_a16_military_squad) !check_npc_name(strelok) !check_npc_name(kovalski)} true prior = 110 on_hit = hit@def on_death = death@def post_combat_time = 0,0 [camper@military_3_arch_1_fight]:walker@fight path_walk = military_3_1_walk path_look = military_3_1_look no_retreat = false out_restr = pri_a28_sr_arch_1 on_info = {+pri_a28_arch_leave} camper@military_3_arch_2 [camper@military_3_arch_2]:walker@fight path_walk = military_3_2_walk path_look = military_3_2_look no_retreat = false out_restr = pri_a28_sr_arch_2 [logic@pri_a28_military_4_arch] active = camper@military_4_arch_1_fight suitable = {-pri_a28_arch_done =target_squad_name(pri_a16_military_squad) !check_npc_name(strelok) !check_npc_name(kovalski)} true prior = 100 on_hit = hit@def on_death = death@def post_combat_time = 0,0 [camper@military_4_arch_1_fight]:walker@fight path_walk = military_4_1_walk path_look = military_4_1_look out_restr = pri_a28_sr_arch_1 no_retreat = false on_info = {+pri_a28_arch_leave} camper@military_4_arch_2 [camper@military_4_arch_2]:walker@fight path_walk = military_4_2_walk path_look = military_4_2_look no_retreat = false out_restr = pri_a28_sr_arch_2 [logic@pri_a28_military_5_arch] active = camper@military_5_arch_1_fight suitable = {-pri_a28_arch_done =target_squad_name(pri_a16_military_squad) !check_npc_name(strelok) !check_npc_name(kovalski)} true prior = 110 on_hit = hit@def on_death = death@def post_combat_time = 0,0 [camper@military_5_arch_1_fight]:walker@fight path_walk = military_5_1_walk path_look = military_5_1_look out_restr = pri_a28_sr_arch_1 no_retreat = false on_info = {+pri_a28_arch_leave} camper@military_5_arch_2 [camper@military_5_arch_2]:walker@fight path_walk = military_5_2_walk path_look = military_5_2_look no_retreat = false out_restr = pri_a28_sr_arch_2 [logic@pri_a28_military_6_arch] active = camper@military_6_arch_1_fight suitable = {-pri_a28_arch_done =target_squad_name(pri_a16_military_squad) !check_npc_name(strelok) !check_npc_name(kovalski)} true prior = 90 on_hit = hit@def on_death = death@def post_combat_time = 0,0 [camper@military_6_arch_1_fight]:walker@fight path_walk = military_6_1_walk path_look = military_6_1_look out_restr = pri_a28_sr_arch_1 no_retreat = false on_info = {+pri_a28_arch_leave} camper@military_6_arch_2 [camper@military_6_arch_2]:walker@fight path_walk = military_6_2_walk path_look = military_6_2_look no_retreat = false out_restr = pri_a28_sr_arch_2