#include "pri_a28_general.ltx" [logic@pri_a28_kovalski_school] active = camper@kovalski_school_1 suitable = {-pri_a28_school_done =check_npc_name(kovalski)} true prior = 200 on_hit = hit@def on_death = death@def post_combat_time = 0,0 [camper@kovalski_school_1]:walker@kovalski_ignore path_walk = kovalski_1_walk path_look = kovalski_1_look out_restr = pri_a28_sr_school_1 on_info = {=npc_in_zone(pri_a28_sr_school_1) +pri_a28_medic_about_snork} camper@kovalski_school_1_wait [camper@kovalski_school_1_wait]:walker@kovalski_ignore path_walk = kovalski_1_walk path_look = kovalski_1_look out_restr = pri_a28_sr_school_1 on_game_timer = 10 | %=play_sound(pri_a28_colonel_about_snork)% on_signal = sound_end | camper@kovalski_school_2 %+pri_a28_colonel_about_snork% on_info = {+pri_a28_colonel_about_snork} camper@kovalski_school_2 [camper@kovalski_school_2]:walker@kovalski_fight path_walk = kovalski_2_walk path_look = kovalski_2_look ;def_state_moving = assault_fire out_restr = pri_a28_sr_school_2 on_signal = path_end | %+pri_a28_school_2_leave% on_info = {+pri_a28_school_2_leave} camper@kovalski_school_2_wait %=disable_memory_object% [camper@kovalski_school_2_wait]:walker@kovalski_ignore path_walk = kovalski_2_walk path_look = kovalski_2_look out_restr = pri_a28_sr_school_2 on_game_timer = 10 | {-pri_a28_colonel_fire_will} camper@kovalski_school_3 %+pri_a28_colonel_fire_will =play_sound(pri_a28_colonel_fire_will)% on_info = {+pri_a28_colonel_fire_will} camper@kovalski_school_3 [camper@kovalski_school_3]:walker@kovalski_fight path_walk = kovalski_3_walk path_look = kovalski_3_look ;def_state_moving = assault_fire out_restr = pri_a28_sr_school_3 on_signal = path_end | {-pri_a28_school_done} %+pri_a28_school_done% [logic@pri_a28_medic_school] active = camper@medic_school_1 suitable = {-pri_a28_school_done =check_npc_name(base_medic)} true prior = 200 on_hit = hit@def on_death = death@def post_combat_time = 0,0 [camper@medic_school_1]:walker@ignore path_walk = medic_1_walk path_look = medic_1_look def_state_standing = hide_na out_restr = pri_a28_sr_school_1 on_signal = sound_end | %+pri_a28_medic_about_snork% on_info = {+pri_a28_school_1_leave} %=play_sound(pri_a28_medic_about_snork)% on_info2 = {+pri_a28_colonel_about_snork} camper@medic_school_2 [camper@medic_school_2]:walker@fight path_walk = medic_2_walk path_look = medic_2_look ;def_state_moving = assault_fire out_restr = pri_a28_sr_school_2 on_signal = path_end | camper@medic_school_2_wait %+pri_a28_school_2_leave% on_info = {+pri_a28_school_2_leave} camper@medic_school_2_wait [camper@medic_school_2_wait]:walker@fight path_walk = medic_2_walk path_look = medic_2_look out_restr = pri_a28_sr_school_2 on_info = {+pri_a28_colonel_fire_will} camper@medic_school_3 [camper@medic_school_3]:walker@fight path_walk = medic_3_walk path_look = medic_3_look ;def_state_moving = assault_fire out_restr = pri_a28_sr_school_3 on_signal = path_end | {-pri_a28_school_done} %+pri_a28_school_done% [logic@pri_a28_strelok_school] active = camper@strelok_school_1 suitable = {-pri_a28_school_done =check_npc_name(strelok)} true prior = 200 on_hit = hit@def on_death = death@def post_combat_time = 0,0 [camper@strelok_school_1]:walker@ignore path_walk = strelok_1_walk path_look = strelok_1_look out_restr = pri_a28_sr_school_1 on_info = {+pri_a28_colonel_about_snork} camper@strelok_school_2 [camper@strelok_school_2]:walker@fight path_walk = strelok_2_walk path_look = strelok_2_look ;def_state_moving = assault_fire out_restr = pri_a28_sr_school_2 on_signal = path_end | camper@strelok_school_2_wait %+pri_a28_school_2_leave% on_info = {+pri_a28_school_2_leave} camper@strelok_school_2_wait [camper@strelok_school_2_wait]:walker@fight path_walk = strelok_2_walk path_look = strelok_2_look out_restr = pri_a28_sr_school_2 on_info = {+pri_a28_colonel_fire_will} camper@strelok_school_3 [camper@strelok_school_3]:walker@fight path_walk = strelok_3_walk path_look = strelok_3_look ;def_state_moving = assault_fire out_restr = pri_a28_sr_school_3 on_signal = path_end | {-pri_a28_school_done} %+pri_a28_school_done% [logic@pri_a28_military_1_school] active = camper@military_1_school_1 suitable = {-pri_a28_school_done =target_squad_name(pri_a16_military_squad) !check_npc_name(strelok) !check_npc_name(kovalski) !check_npc_name(base_medic)} true prior = 100 on_hit = hit@def on_death = death@def post_combat_time = 0,0 [camper@military_1_school_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_school_1 on_info = {+pri_a28_colonel_about_snork} camper@military_1_school_2 [camper@military_1_school_2]:walker@fight path_walk = military_1_2_walk path_look = military_1_2_look ;def_state_moving = assault_fire out_restr = pri_a28_sr_school_2 on_signal = path_end | camper@military_1_school_2_wait %+pri_a28_school_2_leave% on_info = {+pri_a28_school_2_leave} camper@military_1_school_2_wait [camper@military_1_school_2_wait]:walker@fight path_walk = military_1_2_walk path_look = military_1_2_look out_restr = pri_a28_sr_school_2 on_info = {+pri_a28_colonel_fire_will} camper@military_1_school_3 [camper@military_1_school_3]:walker@fight path_walk = military_1_3_walk path_look = military_1_3_look ;def_state_moving = assault_fire out_restr = pri_a28_sr_school_3 on_signal = path_end | {-pri_a28_school_done} %+pri_a28_school_done% [logic@pri_a28_military_2_school] active = camper@military_2_school_1 suitable = {-pri_a28_school_done =target_squad_name(pri_a16_military_squad) !check_npc_name(strelok) !check_npc_name(kovalski) !check_npc_name(base_medic)} true prior = 100 on_hit = hit@def on_death = death@def post_combat_time = 0,0 [camper@military_2_school_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_school_1 on_info = {+pri_a28_colonel_about_snork} camper@military_2_school_2 [camper@military_2_school_2]:walker@fight path_walk = military_2_2_walk path_look = military_2_2_look ;def_state_moving = assault_fire out_restr = pri_a28_sr_school_2 on_signal = path_end | camper@military_2_school_2_wait %+pri_a28_school_2_leave% on_info = {+pri_a28_school_2_leave} camper@military_2_school_2_wait [camper@military_2_school_2_wait]:walker@fight path_walk = military_2_2_walk path_look = military_2_2_look out_restr = pri_a28_sr_school_2 on_info = {+pri_a28_colonel_fire_will} camper@military_2_school_3 [camper@military_2_school_3]:walker@fight path_walk = military_2_3_walk path_look = military_2_3_look ;def_state_moving = assault_fire out_restr = pri_a28_sr_school_3 on_signal = path_end | {-pri_a28_school_done} %+pri_a28_school_done% [logic@pri_a28_military_3_school] active = camper@military_3_school_1 suitable = {-pri_a28_school_done =target_squad_name(pri_a16_military_squad) !check_npc_name(strelok) !check_npc_name(kovalski) !check_npc_name(base_medic)} true prior = 100 on_hit = hit@def on_death = death@def post_combat_time = 0,0 [camper@military_3_school_1]:walker@ignore path_walk = military_3_1_walk path_look = military_3_1_look def_state_standing = hide_na out_restr = pri_a28_sr_school_1 on_info = {+pri_a28_colonel_about_snork} camper@military_3_school_2 [camper@military_3_school_2]:walker@fight path_walk = military_3_2_walk path_look = military_3_2_look ;def_state_moving = assault_fire out_restr = pri_a28_sr_school_2 on_signal = path_end | camper@military_3_school_2_wait %+pri_a28_school_2_leave% on_info = {+pri_a28_school_2_leave} camper@military_3_school_2_wait [camper@military_3_school_2_wait]:walker@fight path_walk = military_3_2_walk path_look = military_3_2_look out_restr = pri_a28_sr_school_2 on_info = {+pri_a28_colonel_fire_will} camper@military_3_school_3 [camper@military_3_school_3]:walker@fight path_walk = military_3_3_walk path_look = military_3_3_look ;def_state_moving = assault_fire out_restr = pri_a28_sr_school_3 on_signal = path_end | {-pri_a28_school_done} %+pri_a28_school_done% [logic@pri_a28_military_4_school] active = camper@military_4_school_1 suitable = {-pri_a28_school_done =target_squad_name(pri_a16_military_squad) !check_npc_name(strelok) !check_npc_name(kovalski) !check_npc_name(base_medic)} true prior = 100 on_hit = hit@def on_death = death@def post_combat_time = 0,0 [camper@military_4_school_1]:walker@ignore path_walk = military_4_1_walk path_look = military_4_1_look out_restr = pri_a28_sr_school_1 on_info = {+pri_a28_colonel_about_snork} camper@military_4_school_2 [camper@military_4_school_2]:walker@fight path_walk = military_4_2_walk path_look = military_4_2_look ;def_state_moving = assault_fire out_restr = pri_a28_sr_school_2 on_signal = path_end | camper@military_4_school_2_wait %+pri_a28_school_2_leave% on_info = {+pri_a28_school_2_leave} camper@military_4_school_2_wait [camper@military_4_school_2_wait]:walker@fight path_walk = military_4_2_walk path_look = military_4_2_look out_restr = pri_a28_sr_school_2 on_info = {+pri_a28_colonel_fire_will} camper@military_4_school_3 [camper@military_4_school_3]:walker@fight path_walk = military_4_3_walk path_look = military_4_3_look ;def_state_moving = assault_fire out_restr = pri_a28_sr_school_3 on_signal = path_end | {-pri_a28_school_done} %+pri_a28_school_done% [logic@pri_a28_military_5_school] active = camper@military_5_school_1 suitable = {-pri_a28_school_done =target_squad_name(pri_a16_military_squad) !check_npc_name(strelok) !check_npc_name(kovalski) !check_npc_name(base_medic)} true prior = 100 on_hit = hit@def on_death = death@def post_combat_time = 0,0 [camper@military_5_school_1]:walker@ignore path_walk = military_5_1_walk path_look = military_5_1_look out_restr = pri_a28_sr_school_1 on_info = {+pri_a28_colonel_about_snork} camper@military_5_school_2 [camper@military_5_school_2]:walker@fight path_walk = military_5_2_walk path_look = military_5_2_look ;def_state_moving = assault_fire out_restr = pri_a28_sr_school_2 on_signal = path_end | camper@military_5_school_2_wait %+pri_a28_school_2_leave% on_info = {+pri_a28_school_2_leave} camper@military_5_school_2_wait [camper@military_5_school_2_wait]:walker@fight path_walk = military_5_2_walk path_look = military_5_2_look out_restr = pri_a28_sr_school_2 on_info = {+pri_a28_colonel_fire_will} camper@military_5_school_3 [camper@military_5_school_3]:walker@fight path_walk = military_5_3_walk path_look = military_5_3_look ;def_state_moving = assault_fire out_restr = pri_a28_sr_school_3 on_signal = path_end | {-pri_a28_school_done} %+pri_a28_school_done%