;Mercs with (M)organ [logic@jup_b207_depot_merc_leader] active = walker@merc_leader_stand suitable = {=check_npc_name(zat_b7_duty_illicit_dealer)} true prior = 200 on_combat = combat [combat] on_info = {-jup_b207_morgan_ambush} %+jup_b207_morgan_ambush% [walker@merc_leader_stand] path_walk = merc_leader_walk path_look = merc_leader_look on_info = {+jup_b207_morgan_ambush} camper@merc_leader_hide combat_ignore_cond = {=check_enemy_name(sim_default_killer)} true, false [camper@merc_leader_hide] path_walk = merc_4_walk path_look = merc_4_look no_retreat = true radius = 0 def_state_standing = hide_na combat_ignore_cond = {=check_enemy_name(sim_default_killer)} true, false [logic@jup_b207_merc_1] active = walker@merc_1 suitable = {!check_npc_name(zat_b7_duty_illicit_dealer) =target_squad_name(jup_b207_zat_b7_duty_illicit_dealer_depot)} true prior = 200 on_combat = combat [walker@merc_1] path_walk = merc_1_walk path_look = merc_1_look def_state_standing = hide_na on_info = {+jup_b207_morgan_ambush} camper@merc_1 combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer)} true, false [camper@merc_1] path_walk = merc_1_attack_walk path_look = merc_5_look def_state_moving = sneak_run def_state_moving_fire = sneak_fire radius = 0 no_retreat = true on_signal = path_end | walker@merc_1_attack combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer)} true, false [walker@merc_1_attack] path_walk = merc_1_attack_walk path_look = merc_5_look combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer)} true, false [logic@jup_b207_merc_2] active = walker@merc_2 suitable = {!check_npc_name(zat_b7_duty_illicit_dealer) =target_squad_name(jup_b207_zat_b7_duty_illicit_dealer_depot)} true prior = 200 on_combat = combat [walker@merc_2] path_walk = merc_2_walk path_look = merc_2_look def_state_standing = hide_na on_info = {+jup_b207_morgan_ambush} camper@merc_2 combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer)} true, false [camper@merc_2] path_walk = merc_2_attack_walk path_look = merc_5_look def_state_moving = sneak_run def_state_moving_fire = sneak_fire radius = 0 no_retreat = true on_signal = path_end | walker@merc_2_attack combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer)} true, false [walker@merc_2_attack] path_walk = merc_2_attack_walk path_look = merc_5_look combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer)} true, false [logic@jup_b207_merc_3] active = walker@merc_3 suitable = {!check_npc_name(zat_b7_duty_illicit_dealer) =target_squad_name(jup_b207_zat_b7_duty_illicit_dealer_depot)} true prior = 200 on_combat = combat [walker@merc_3] path_walk = merc_3_walk path_look = merc_3_look def_state_standing = hide_na on_info = {+jup_b207_morgan_ambush} camper@merc_3 combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer)} true, false [camper@merc_3] path_walk = merc_3_attack_walk path_look = merc_5_look def_state_moving = sneak_run def_state_moving_fire = sneak_fire radius = 0 no_retreat = true on_signal = path_end | walker@merc_3_attack combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer)} true, false [walker@merc_3_attack] path_walk = merc_3_attack_walk path_look = merc_5_look combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer)} true, false [logic@jup_b207_merc_4] active = walker@merc_4 suitable = {!check_npc_name(zat_b7_duty_illicit_dealer) =target_squad_name(jup_b207_zat_b7_duty_illicit_dealer_depot)} true prior = 200 on_combat = combat [walker@merc_4] path_walk = merc_4_walk path_look = merc_4_look def_state_standing = hide_na on_info = {+jup_b207_morgan_ambush} camper@merc_4 combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer)} true, false [camper@merc_4] path_walk = merc_4_attack_walk path_look = merc_5_look def_state_moving = sneak_run def_state_moving_fire = sneak_fire radius = 0 no_retreat = true on_signal = path_end | walker@merc_4_attack combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer)} true, false [walker@merc_4_attack] path_walk = merc_4_attack_walk path_look = merc_5_look combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer)} true, false [logic@jup_b207_merc_5] active = camper@merc_5 suitable = {=target_squad_name(jup_b207_depot_mercs)} true prior = 200 [camper@merc_5] path_walk = merc_5_walk path_look = merc_5_look no_retreat = true radius = 0 def_state_moving = sneak_run def_state_moving_fire = sneak_fire on_signal = path_end | walker@merc_5_attack combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer)} true, false [walker@merc_5_attack] path_walk = merc_5_walk combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer)} true, false [logic@jup_b207_merc_6] active = camper@merc_6 suitable = {=target_squad_name(jup_b207_depot_mercs)} true prior = 200 [camper@merc_6] path_walk = merc_6_walk path_look = merc_6_look no_retreat = true radius = 0 def_state_moving = sneak_run def_state_moving_fire = sneak_fire on_signal = path_end | walker@merc_6_attack combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer)} true, false [walker@merc_6_attack] path_walk = merc_6_walk combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer)} true, false ;Attack depot duty squad in depot attack smart [logic@jup_b207_duty_leader] active = walker@duty_leader_position suitable = {=check_npc_name(jup_b207_duty_security_squad_leader)} true prior = 200 [walker@duty_leader_position] path_walk = duty_leader_position_walk path_look = duty_leader_position_look def_state_standing = threat_na def_state_moving = assault on_signal = path_end | remark@duty_leader_ask combat_ignore_cond = {=check_enemy_smart(jup_b207)} true, false meet = no_meet [remark@duty_leader_ask] anim = threat_na on_info = {=dist_to_actor_le(75)} %=play_sound(jup_b207_duty_security_squad_to_freedom_leave)% on_signal = sound_end | remark@duty_leader_play %+jup_b207_duty_asked_to_leave% combat_ignore_cond = {=check_enemy_smart(jup_b207)} true, false meet = no_meet [remark@duty_leader_play] on_info = {+jup_b207_freedom_refused_to_leave} %=play_sound(jup_b207_duty_security_squad_to_freedom_start_attack)%; +jup_b207_attack_started% on_signal = sound_end | %+jup_b207_attack_started% anim = threat_na combat_ignore_cond = {=check_enemy_smart(jup_b207)} true, false meet = no_meet [logic@jup_b207_duty_1] active = walker@duty_1_position suitable = {!check_npc_name(jup_b207_duty_security_squad_leader)} true prior = 200 [walker@duty_1_position] path_walk = duty_1_walk path_look = duty_leader_position_look def_state_standing = threat_na combat_ignore_cond = {=check_enemy_smart(jup_b207)} true, false meet = no_meet [logic@jup_b207_duty_2] active = walker@duty_2_position suitable = {!check_npc_name(jup_b207_duty_security_squad_leader)} true prior = 200 [walker@duty_2_position] path_walk = duty_2_walk path_look = duty_leader_position_look def_state_standing = threat_na def_state_moving = assault combat_ignore_cond = {=check_enemy_smart(jup_b207)} true, false meet = no_meet [logic@jup_b207_duty_3] active = walker@duty_3_position suitable = {!check_npc_name(jup_b207_duty_security_squad_leader)} true prior = 200 [walker@duty_3_position] path_walk = duty_3_walk path_look = duty_leader_position_look def_state_standing = threat_na def_state_moving = assault combat_ignore_cond = {=check_enemy_smart(jup_b207)} true, false meet = no_meet [logic@jup_b207_duty_4] active = walker@duty_4_position suitable = {!check_npc_name(jup_b207_duty_security_squad_leader)} true prior = 200 [walker@duty_4_position] path_walk = duty_4_walk path_look = duty_leader_position_look def_state_standing = threat_na def_state_moving = assault combat_ignore_cond = {=check_enemy_smart(jup_b207)} true, false meet = no_meet [logic@jup_b207_duty_5] active = walker@duty_5_position suitable = {!check_npc_name(jup_b207_duty_security_squad_leader)} true prior = 200 [walker@duty_5_position] path_walk = duty_5_walk path_look = duty_leader_position_look def_state_standing = threat_na def_state_moving = assault combat_ignore_cond = {=check_enemy_smart(jup_b207)} true, false meet = no_meet ;Attack depot duty squad in depot smart while attack [logic@jup_b207_duty_leader_attack] active = camper@merc_6 suitable = {=check_npc_name(jup_b207_duty_security_squad_leader) -jup_b207_attack_end} true prior = 200 [logic@jup_b207_duty_1_attack] active = camper@merc_1 suitable = {!check_npc_name(jup_b207_duty_security_squad_leader) =target_squad_name(jup_b207_duty_base) -jup_b207_attack_end} true prior = 200 [logic@jup_b207_duty_2_attack] active = camper@merc_2 suitable = {!check_npc_name(jup_b207_duty_security_squad_leader) =target_squad_name(jup_b207_duty_base) -jup_b207_attack_end} true prior = 200 [logic@jup_b207_duty_3_attack] active = camper@merc_3 suitable = {!check_npc_name(jup_b207_duty_security_squad_leader) =target_squad_name(jup_b207_duty_base) -jup_b207_attack_end} true prior = 200 [logic@jup_b207_duty_4_attack] active = camper@merc_4 suitable = {!check_npc_name(jup_b207_duty_security_squad_leader) =target_squad_name(jup_b207_duty_base) -jup_b207_attack_end} true prior = 200 [logic@jup_b207_duty_5_attack] active = camper@merc_5 suitable = {!check_npc_name(jup_b207_duty_security_squad_leader) =target_squad_name(jup_b207_duty_base) -jup_b207_attack_end} true prior = 200 ;Defence freedom squad [logic@jup_b207_freedom_leader_defence] active = camper@freedom_leader suitable = {=check_npc_name(jup_b207_freedom_recon_squad_leader) -jup_b207_attack_end} true prior = 200 [camper@freedom_leader] path_walk = freedom_leader_walk path_look = freedom_leader_look no_retreat = true def_state_moving = sneak_run def_state_moving_fire = sneak_fire def_state_standing = hide_na on_info = {+jup_b207_duty_knows_about_depot} walker@guard_4_bad on_info2 = {-jup_b207_freedom_refused_to_leave +jup_b207_duty_asked_to_leave} remark@freedom_refuse combat_ignore_cond = {-jup_b207_attack_started =check_enemy_smart(jup_b207_depot_attack)} true, false [remark@freedom_refuse] anim = hide_na on_info = %=play_sound(jup_b207_freedom_recon_squad_refuse)% on_signal = sound_end | camper@freedom_leader %+jup_b207_freedom_refused_to_leave% combat_ignore_cond = {-jup_b207_attack_started =check_enemy_smart(jup_b207_depot_attack)} true, false meet = no_meet [logic@jup_b207_freedom_1_defence] active = walker@freedom_1 suitable = {!check_npc_name(jup_b207_freedom_recon_squad_leader) =target_squad_name(jup_b207_freedom_depot) -jup_b207_attack_end} true prior = 200 [walker@freedom_1] path_walk = freedom_1_walk path_look = freedom_leader_look def_state_standing = hide_na on_info = {+jup_b207_duty_knows_about_depot} walker@guard_1_bad combat_ignore_cond = {-jup_b207_attack_started =check_enemy_smart(jup_b207_depot_attack)} true, false [logic@jup_b207_freedom_2_defence] active = walker@freedom_2 suitable = {!check_npc_name(jup_b207_freedom_recon_squad_leader) =target_squad_name(jup_b207_freedom_depot) -jup_b207_attack_end} true prior = 200 [walker@freedom_2] path_walk = freedom_2_walk path_look = freedom_leader_look def_state_standing = hide_na on_info = {+jup_b207_duty_knows_about_depot} walker@guard_2_bad combat_ignore_cond = {-jup_b207_attack_started =check_enemy_smart(jup_b207_depot_attack)} true, false [logic@jup_b207_freedom_3_defence] active = walker@freedom_3 suitable = {!check_npc_name(jup_b207_freedom_recon_squad_leader) =target_squad_name(jup_b207_freedom_depot) -jup_b207_attack_end} true prior = 200 [walker@freedom_3] path_walk = freedom_3_walk path_look = freedom_leader_look def_state_standing = hide_na on_info = {+jup_b207_duty_knows_about_depot} walker@guard_3_bad combat_ignore_cond = {-jup_b207_attack_started =check_enemy_smart(jup_b207_depot_attack)} true, false [logic@jup_b207_freedom_4_defence] active = walker@freedom_4 suitable = {!check_npc_name(jup_b207_freedom_recon_squad_leader) =target_squad_name(jup_b207_freedom_base) -jup_b207_attack_end} true prior = 200 [walker@freedom_4] path_walk = freedom_4_walk path_look = freedom_4_look def_state_standing = hide_na combat_ignore_cond = {-jup_b207_attack_started =check_enemy_smart(jup_b207_depot_attack)} true, false [logic@jup_b207_freedom_5_defence] active = walker@freedom_5 suitable = {!check_npc_name(jup_b207_freedom_recon_squad_leader) =target_squad_name(jup_b207_freedom_base) -jup_b207_attack_end} true prior = 200 [walker@freedom_5] path_walk = freedom_5_walk path_look = freedom_5_look def_state_standing = hide_na combat_ignore_cond = {-jup_b207_attack_started =check_enemy_smart(jup_b207_depot_attack)} true, false ;Guards - that ones who won [logic@jup_b207_depot_guard_1] active = remark@choose_1 suitable = {+jup_b207_attack_end} true prior = 200 [remark@choose_1] path_walk = perimeter_1_walk path_look = perimeter_1_look on_info = {+jup_b207_freedom_knows_about_depot +jup_b207_freedom_wins} walker@guard_1_ok on_info2 = {+jup_b207_duty_knows_about_depot +jup_b207_duty_wins} walker@guard_1_ok on_info3 = {+jup_b207_freedom_knows_about_depot +jup_b207_duty_wins} walker@guard_1_bad on_info4 = {+jup_b207_duty_knows_about_depot +jup_b207_freedom_wins} walker@guard_1_bad combat_ignore_cond = {-jup_b207_attack_started =check_enemy_smart(jup_b207_depot_attack)} true, false [walker@guard_1_ok] path_walk = perimeter_1_walk path_look = perimeter_1_look meet = meet@guard_ok [walker@guard_1_bad] path_walk = perimeter_1_walk path_look = perimeter_1_look meet = meet@guard_bad on_info = {!actor_enemy =actor_in_zone(jup_b207_sr_control)} %=actor_enemy% on_info2 = {-jup_b207_guards_warning_actor =dist_to_actor_le(20) !actor_enemy =actor_in_zone(jup_b207_sr_depot_defence) =npc_community(freedom)} %+jup_b207_guards_warning_actor =play_sound(jup_b207_freedom_guards_warning_actor)% on_info3 = {-jup_b207_guards_warning_actor =dist_to_actor_le(20) !actor_enemy =actor_in_zone(jup_b207_sr_depot_defence) =npc_community(dolg)} %+jup_b207_guards_warning_actor =play_sound(jup_b207_duty_guards_warning_actor)% combat_ignore_cond = {-jup_b207_attack_started =check_enemy_smart(jup_b207_depot_attack)} true, false [meet@guard_ok] close_distance = 5 close_victim = actor close_anim = guard use = {=actor_enemy} false, true [meet@guard_bad] close_distance = 15 close_victim = actor close_anim = threat far_victim = actor far_anim = threat use = false [logic@jup_b207_depot_guard_2] active = remark@choose_2 suitable = {+jup_b207_attack_end} true prior = 200 [remark@choose_2] path_walk = perimeter_2_walk path_look = perimeter_2_look on_info = {+jup_b207_freedom_knows_about_depot +jup_b207_freedom_wins} walker@guard_2_ok on_info2 = {+jup_b207_duty_knows_about_depot +jup_b207_duty_wins} walker@guard_2_ok on_info3 = {+jup_b207_freedom_knows_about_depot +jup_b207_duty_wins} walker@guard_2_bad on_info4 = {+jup_b207_duty_knows_about_depot +jup_b207_freedom_wins} walker@guard_2_bad combat_ignore_cond = {-jup_b207_attack_started =check_enemy_smart(jup_b207_depot_attack)} true, false [walker@guard_2_ok] path_walk = perimeter_2_walk path_look = perimeter_2_look meet = meet@guard_ok [walker@guard_2_bad] path_walk = perimeter_2_walk path_look = perimeter_2_look meet = meet@guard_bad on_info = {!actor_enemy =actor_in_zone(jup_b207_sr_control)} %=actor_enemy% on_info2 = {-jup_b207_guards_warning_actor =dist_to_actor_le(20) !actor_enemy =actor_in_zone(jup_b207_sr_depot_defence) =npc_community(freedom)} %+jup_b207_guards_warning_actor =play_sound(jup_b207_freedom_guards_warning_actor)% on_info3 = {-jup_b207_guards_warning_actor =dist_to_actor_le(20) !actor_enemy =actor_in_zone(jup_b207_sr_depot_defence) =npc_community(dolg)} %+jup_b207_guards_warning_actor =play_sound(jup_b207_duty_guards_warning_actor)% combat_ignore_cond = {-jup_b207_attack_started =check_enemy_smart(jup_b207_depot_attack)} true, false [logic@jup_b207_depot_guard_3] active = remark@choose_3 suitable = {+jup_b207_attack_end} true prior = 200 [remark@choose_3] path_walk = perimeter_3_walk path_look = perimeter_3_look on_info = {+jup_b207_freedom_knows_about_depot +jup_b207_freedom_wins} walker@guard_3_ok on_info2 = {+jup_b207_duty_knows_about_depot +jup_b207_duty_wins} walker@guard_3_ok on_info3 = {+jup_b207_freedom_knows_about_depot +jup_b207_duty_wins} walker@guard_3_bad on_info4 = {+jup_b207_duty_knows_about_depot +jup_b207_freedom_wins} walker@guard_3_bad combat_ignore_cond = {-jup_b207_attack_started =check_enemy_smart(jup_b207_depot_attack)} true, false [walker@guard_3_ok] path_walk = perimeter_3_walk path_look = perimeter_3_look meet = meet@guard_ok [walker@guard_3_bad] path_walk = perimeter_3_walk path_look = perimeter_3_look meet = meet@guard_bad on_info = {!actor_enemy =actor_in_zone(jup_b207_sr_control)} %=actor_enemy% on_info2 = {-jup_b207_guards_warning_actor =dist_to_actor_le(20) !actor_enemy =actor_in_zone(jup_b207_sr_depot_defence) =npc_community(freedom)} %+jup_b207_guards_warning_actor =play_sound(jup_b207_freedom_guards_warning_actor)% on_info3 = {-jup_b207_guards_warning_actor =dist_to_actor_le(20) !actor_enemy =actor_in_zone(jup_b207_sr_depot_defence) =npc_community(dolg)} %+jup_b207_guards_warning_actor =play_sound(jup_b207_duty_guards_warning_actor)% combat_ignore_cond = {-jup_b207_attack_started =check_enemy_smart(jup_b207_depot_attack)} true, false [logic@jup_b207_depot_guard_4] active = remark@choose_4 suitable = {+jup_b207_attack_end} true prior = 200 [remark@choose_4] path_walk = perimeter_4_walk path_look = perimeter_4_look on_info = {+jup_b207_freedom_knows_about_depot +jup_b207_freedom_wins} walker@guard_4_ok on_info2 = {+jup_b207_duty_knows_about_depot +jup_b207_duty_wins} walker@guard_4_ok on_info3 = {+jup_b207_freedom_knows_about_depot +jup_b207_duty_wins} walker@guard_4_bad on_info4 = {+jup_b207_duty_knows_about_depot +jup_b207_freedom_wins} walker@guard_4_bad combat_ignore_cond = {-jup_b207_attack_started =check_enemy_smart(jup_b207_depot_attack)} true, false [walker@guard_4_ok] path_walk = perimeter_4_walk path_look = perimeter_4_look meet = meet@guard_ok [walker@guard_4_bad] path_walk = perimeter_4_walk path_look = perimeter_4_look meet = meet@guard_bad on_info = {-jup_b207_freedom_refused_to_leave +jup_b207_duty_asked_to_leave} remark@freedom_refuse on_info2 = {!actor_enemy =actor_in_zone(jup_b207_sr_control)} %=actor_enemy% on_info3 = {-jup_b207_guards_warning_actor =dist_to_actor_le(20) !actor_enemy =actor_in_zone(jup_b207_sr_depot_defence) =npc_community(freedom)} %+jup_b207_guards_warning_actor =play_sound(jup_b207_freedom_guards_warning_actor)% on_info4 = {-jup_b207_guards_warning_actor =dist_to_actor_le(20) !actor_enemy =actor_in_zone(jup_b207_sr_depot_defence) =npc_community(dolg)} %+jup_b207_guards_warning_actor =play_sound(jup_b207_duty_guards_warning_actor)% combat_ignore_cond = {-jup_b207_attack_started =check_enemy_smart(jup_b207_depot_attack)} true, false