[logic@freedom_yar] active = walker@start suitable = {=check_npc_name(jup_b19_freedom_yar)} post_combat_time = 0,0 prior = 200 on_death = death on_hit = hit [walker@gen] def_state_moving = patrol def_state_standing = guard_na combat_ignore_cond = {=check_enemy_name(jup_b19_zombied_1) -jup_b19_actor_damaged_zombied} true, {=check_enemy_name(jup_b19_zombied_2) -jup_b19_actor_damaged_zombied} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true danger = danger wounded = wounded gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false on_info2 = {+jup_b19_yar_enemy_or_dead =is_alive} %=kill_npc% on_offline = {-jup_b19_yar_enemy_or_dead} %+jup_b19_yar_enemy_or_dead% [camper@gen] radius = 1 def_state_moving = rush ;def_state_standing = rush def_state_campering = hide_na def_state_campering_fire = hide_sniper_fire combat_ignore_cond = {=check_enemy_name(jup_b19_zombied_1) -jup_b19_actor_damaged_zombied} true, {=check_enemy_name(jup_b19_zombied_2) -jup_b19_actor_damaged_zombied} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false attack_sound = false no_retreat = true wounded = wounded on_info2 = {+jup_b19_yar_enemy_or_dead =is_alive} %=kill_npc% on_offline = {-jup_b19_yar_enemy_or_dead} %+jup_b19_yar_enemy_or_dead% [walker@start];:walker@gen path_walk = yar_1_walk path_look = yar_1_look on_info = {=see_actor -jup_b19_arrived} %+jup_b19_arrived% on_info2 = {+jup_b19_arrived_done} walker@meet meet = no_meet def_state_moving = patrol def_state_standing = guard_na combat_ignore_cond = true ;{=check_enemy_name(jup_b19_zombied_1) -jup_b19_actor_damaged_zombied} true, {=check_enemy_name(jup_b19_zombied_2) -jup_b19_actor_damaged_zombied} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true danger = danger wounded = wounded gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@meet];:walker@gen path_walk = yar_1_walk path_look = yar_1_look on_info = {+jup_b19_following_yar} walker@move_to_position meet = meet@hunter def_state_moving = patrol def_state_standing = guard_na combat_ignore_cond = true ;{=check_enemy_name(jup_b19_zombied_1) -jup_b19_actor_damaged_zombied} true, {=check_enemy_name(jup_b19_zombied_2) -jup_b19_actor_damaged_zombied} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true danger = danger wounded = wounded gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@move_to_position]:walker@gen path_walk = yar_2_walk path_look = yar_2_look on_info = {+jup_b19_actor_damaged_zombied} camper@move_to_position %=play_sound(jup_b19_freedom_yar_zombie_hit)% on_signal = point2 | walker@move_to_position_2 meet = no_meet [walker@move_to_position_2]:walker@gen path_walk = yar_3_walk path_look = yar_3_look on_info = {+jup_b19_actor_damaged_zombied} camper@move_to_position %=play_sound(jup_b19_freedom_yar_zombie_hit)% on_signal = point3 | walker@move_to_position_3 %=play_sound(jup_b19_freedom_yar_about_zombie)% meet = no_meet [walker@move_to_position_3]:walker@gen path_walk = yar_4_walk path_look = yar_4_look on_info = {+jup_b19_actor_damaged_zombied} camper@move_to_position %=play_sound(jup_b19_freedom_yar_zombie_hit)% on_signal = point4 | walker@move_to_position_4 %=play_sound(jup_b19_freedom_yar_about_zombie)% meet = no_meet [walker@move_to_position_4]:walker@gen path_walk = yar_5_walk path_look = yar_5_look on_info = {+jup_b19_actor_damaged_zombied} camper@move_to_position %=play_sound(jup_b19_freedom_yar_zombie_hit)% on_signal = point5 | walker@move_to_position_9 %=play_sound(jup_b19_freedom_yar_about_zombie)% meet = no_meet [walker@move_to_position_9]:walker@gen path_walk = yar_10_walk path_look = yar_10_look on_info = {+jup_b19_actor_damaged_zombied} camper@move_to_position %=play_sound(jup_b19_freedom_yar_zombie_hit)% on_signal = point10 | walker@move_to_position_10 meet = no_meet [walker@move_to_position_10]:walker@gen path_walk = yar_11_walk path_look = yar_11_look on_info = {+jup_b19_actor_damaged_zombied} camper@move_to_position %=play_sound(jup_b19_freedom_yar_zombie_hit)% on_signal = point11 | walker@move_to_position_11 meet = no_meet [walker@move_to_position_11]:walker@gen path_walk = yar_12_walk path_look = yar_12_look on_info = {+jup_b19_actor_damaged_zombied} camper@move_to_position %=play_sound(jup_b19_freedom_yar_zombie_hit)% on_signal = point12 | camper@move_to_position_12 ;walker@move_to_position_12 meet = no_meet out_restr = jup_b19_sr_actor_close_by_yar [camper@move_to_position]:camper@gen path_walk = yar_12_walk path_look = yar_12_look on_info = {=npc_in_zone(jup_b19_sr_actor_close_by_yar)} camper@move_to_position_12 ;walker@move_to_position_12 meet = no_meet out_restr = jup_b19_sr_actor_close_by_yar [camper@move_to_position_12]:camper@gen path_walk = yar_12_walk path_look = yar_15_look on_info = {!actor_in_zone(jup_b19_sr_actor_close_by_yar)} %=play_sound(jup_b19_freedom_yar_come_here)%, walker@timer_to_ready %+jup_b19_merc_spawned -jup_b19_actor_damaged_zombied% meet = no_meet out_restr = jup_b19_sr_actor_close_by_yar [walker@timer_to_ready] path_walk = yar_12_walk path_look = yar_15_look def_state_standing = hide_na on_game_timer = 40 | walker@ready %=play_sound(jup_b19_freedom_yar_suspense)% combat_ignore_cond = {=check_enemy_name(jup_b19_zombied_1) -jup_b19_actor_damaged_zombied} true, {=check_enemy_name(jup_b19_zombied_2) -jup_b19_actor_damaged_zombied} true, {=check_enemy_name(jup_b19_merc)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true danger = danger meet = no_meet wounded = wounded gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false out_restr = jup_b19_sr_actor_close_by_yar [walker@ready] path_walk = yar_12_walk path_look = yar_15_look combat_ignore_cond = {=check_enemy_name(jup_b19_zombied_1) -jup_b19_actor_damaged_zombied} true, {=check_enemy_name(jup_b19_zombied_2) -jup_b19_actor_damaged_zombied} true, {=check_enemy_name(jup_b19_merc)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true on_info = {+jup_b19_mercs_can_fight} remark@fight on_info2 = {+jup_b19_fight_begun} remark@fight danger = danger def_state_standing = hide_na meet = no_meet wounded = wounded gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false out_restr = jup_b19_sr_actor_close_by_yar [remark@fight] anim = hide_sniper_fire ;hide target = path | jup_b19_yar_15_look,0 on_info = %=play_sound(jup_b19_freedom_yar_guessed_short)% on_signal = sound_end | camper@fight %+jup_b19_fight_begun% gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false combat_ignore_cond = {=check_enemy_name(jup_b19_zombied_1) -jup_b19_actor_damaged_zombied} true, {=check_enemy_name(jup_b19_zombied_2) -jup_b19_actor_damaged_zombied} true, {=check_enemy_name(jup_b19_merc)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true danger = danger meet = no_meet wounded = wounded out_restr = jup_b19_sr_actor_close_by_yar [camper@fight] path_walk = yar_12_walk path_look = yar_15_look radius = 0 no_retreat = true def_state_moving = sneak def_state_moving_fire = sneak_fire def_state_campering = hide_na def_state_campering_fire = hide_sniper_fire combat_ignore_cond = {=check_enemy_name(jup_b19_zombied_1) -jup_b19_actor_damaged_zombied} true, {=check_enemy_name(jup_b19_zombied_2) -jup_b19_actor_damaged_zombied} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true on_info = {!squad_exist(jup_b19_merc_squad) -jup_b19_actor_damaged_zombied} walker@after_fire on_info2 = {!squad_exist(jup_b19_merc_squad) +jup_b19_actor_damaged_zombied !squad_exist(jup_b19_kopatci_zombied_squad) -jup_b19_freedom_yar_explanations_done} walker@after_fire on_info3 = {!squad_exist(jup_b19_merc_squad) +jup_b19_actor_damaged_zombied !squad_exist(jup_b19_kopatci_zombied_squad) +jup_b19_freedom_yar_explanations_done} walker@after_remark danger = danger attack_sound = false meet = meet@camper wounded = wounded gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false out_restr = jup_b19_sr_actor_close_by_yar [walker@after_fire] path_walk = yar_13_walk path_look = yar_13_look def_state_moving = assault def_state_standing = guard_na on_signal = remark | remark@after_fire combat_ignore_cond = {=check_enemy_name(jup_b19_zombied_1) -jup_b19_actor_damaged_zombied} true, {=check_enemy_name(jup_b19_zombied_2) -jup_b19_actor_damaged_zombied} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true on_info = {+jup_b19_actor_damaged_zombied =squad_exist(jup_b19_kopatci_zombied_squad)} camper@fight %=play_sound(jup_b19_freedom_yar_zombie_hit)% danger = danger meet = no_meet wounded = wounded gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false ;out_restr = jup_b19_sr_actor_close_by_yar [remark@after_fire] anim = guard_na target = story | actor on_info = {-jup_b19_freedom_yar_explanations_done} %=play_sound(jup_b19_freedom_yar_explanations) +jup_b19_freedom_yar_explanations_done% on_signal = sound_end | walker@after_remark on_info2 = {+jup_b19_actor_damaged_zombied =squad_exist(jup_b19_kopatci_zombied_squad) =is_playing_sound} camper@fight %=stop_sound%, {+jup_b19_actor_damaged_zombied =squad_exist(jup_b19_kopatci_zombied_squad) !is_playing_sound} camper@fight ;on_info3 = {+jup_b19_freedom_yar_explanations_done} walker@after_remark meet = no_meet combat_ignore_cond = {=check_enemy_name(jup_b19_zombied_1) -jup_b19_actor_damaged_zombied} true, {=check_enemy_name(jup_b19_zombied_2) -jup_b19_actor_damaged_zombied} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true danger = danger wounded = wounded gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false ;out_restr = jup_b19_sr_actor_close_by_yar [walker@after_remark] path_walk = yar_13_walk path_look = yar_13_look def_state_moving = patrol def_state_standing = guard_na on_info = {+jup_b19_yar_dont_teleport_actor_to_yanov} walker@checkpoint %-jup_b19_dont_break% on_info2 = {+jup_b19_actor_damaged_zombied -jup_b19_zombied_dead} camper@fight ;on_info3 = {+jup_b19_yar_switch_smart_terrain} %=teleport_npc(jup_a6_spawn_point)% combat_ignore_cond = {=check_enemy_name(jup_b19_zombied_1) -jup_b19_actor_damaged_zombied} true, {=check_enemy_name(jup_b19_zombied_2) -jup_b19_actor_damaged_zombied} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true danger = danger meet = meet@final wounded = wounded gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false ;out_restr = jup_b19_sr_actor_close_by_yar [walker@checkpoint] path_walk = yar_comeback_2_walk path_look = yar_comeback_2_look combat_ignore_cond = {=check_enemy_name(jup_b19_zombied_1) -jup_b19_actor_damaged_zombied} true, {=check_enemy_name(jup_b19_zombied_2) -jup_b19_actor_damaged_zombied} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true def_state_moving = rush def_state_standing = guard_na on_signal = check | walker@go_to_yanov meet = no_meet wounded = wounded gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@go_to_yanov] path_walk = yar_comeback_1_walk path_look = yar_comeback_1_look combat_ignore_cond = {=check_enemy_name(jup_b19_zombied_1) -jup_b19_actor_damaged_zombied} true, {=check_enemy_name(jup_b19_zombied_2) -jup_b19_actor_damaged_zombied} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true def_state_moving = rush def_state_standing = guard_na on_signal = switch | %+jup_b19_yar_switch_smart_terrain% meet = no_meet wounded = wounded gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false out_restr = jup_a6_sr_noweap [meet@hunter] close_anim = guard_na close_victim = actor close_distance = 3 close_snd_hello = {=actor_has_weapon} meet_hide_weapon, nil close_snd_bye = nil abuse = true use = {+jup_b19_ui_input_enabled} self, false trade_enable = false allow_break = false meet_dialog = {+jup_b19_arrived -jup_b19_following_yar} jup_b19_freedom_yar_prepare_start [meet@final] close_anim = guard_na close_victim = actor close_distance = 3 close_snd_hello = {=actor_has_weapon} meet_hide_weapon, nil close_snd_bye = nil ;use = {=actor_has_weapon} false, true use = true abuse = true trade_enable = false allow_break = false meet_dialog = jup_b19_freedom_yar_done_start [meet@camper] close_distance = 0 close_snd_hello = nil close_snd_bye = nil use = false snd_on_use = {=has_enemy} meet_use_no_fight, {!has_enemy} nil abuse = false ;snd_on_use = {=has_enemy} meet_use_no_fight, nil [meet] ;close_anim = guard close_victim = actor use = {=actor_enemy} false, true abuse = true trade_enable = false allow_break = false [wounded] hp_state = 0|wounded_heavy@help_heavy hp_state_see = 0|wounded_heavy@help_heavy hp_victim = 0|nil hp_fight = 0|false hp_cover = 0|false [danger] ignore_distance = 0 ignore_distance_grenade = 0 ignore_distance_corpse = 0 ignore_distance_hit = 0 ignore_distance_sound = 0 [hit] on_info = {!actor_enemy} %=restore_health =stop_sound%, %=stop_sound% [death] on_info = %+jup_b19_yar_enemy_or_dead =stop_sound%