;generic section [walker@jup_b41_bunker_guard_gen] on_info = {-jup_b47_bunker_guard_arrived +jup_b47_no_bunker_guard} %+jup_b47_bunker_guard_arrived% out_restr = jup_b41_sr_noweap in_restr = jup_b41_sr_light meet = meet@def combat_ignore_cond = {=check_enemy_name(jup_b1_stalker_)} true, {=check_enemy_name(jup_b6_freedom_stalker_)} true, {=check_enemy_name(jup_b6_duty_stalker_)} true, {=check_enemy_name(jup_b6_stalker_)} true [meet@def] close_victim = {=is_wounded} nil, actor snd_on_use = {=is_wounded} nil, {=actor_enemy} nil, {=has_enemy} meet_use_no_fight, {=actor_has_weapon} meet_use_no_weapon, {=dist_to_actor_ge(3)} nil use = {=is_wounded} false, {=actor_enemy} false, {=has_enemy} false, {=actor_has_weapon} false, {=dist_to_actor_ge(3)} false, true trade_enable = false [meet@animpoint_def] close_anim = nil close_victim = nil far_anim = nil far_victim = nil close_distance = 0 far_distance = 0 snd_on_use = {=is_wounded} nil, {=actor_enemy} nil, {=has_enemy} meet_use_no_fight, {=actor_has_weapon} meet_use_no_weapon use = {=is_wounded} false, {=actor_enemy} false, {=has_enemy} false, {=actor_has_weapon} false, true trade_enable = false [death@jup_b41_bunker_guard_gen] on_info = %=inc_counter(jup_b47_bunker_guard_dead:1)% on_info2 = {+jup_b47_no_bunker_guard =counter_greater(jup_b47_bunker_guard_dead:4)} %+jup_b41_bunker_guards_dead%, {=counter_greater(jup_b47_bunker_guard_dead:4)} %+jup_b47_all_merc_dead +jup_b47_no_bunker_guard =set_counter(jup_b47_bunker_guard_dead:0)% ;guard works [logic@jup_b47_bunker_guard_01] suitable = {=target_squad_name(jup_b47_bunker_guard)} true, {=target_squad_name(jup_b47_merc_guard_squad) =check_npc_name(jup_b47_merc_01)} true active = walker@jup_b47_bunker_guard_01_down prior = 200 on_death = death@jup_b41_bunker_guard_gen [walker@jup_b47_bunker_guard_01_down]:walker@jup_b41_bunker_guard_gen path_walk = merc_guard_06_walk path_look = merc_guard_06_look on_info2 = {!actor_see_npc =dist_to_actor_ge(120) !npc_in_zone(jup_b41_sr_guards)} walker@jup_b47_bunker_guard_01 %=teleport_npc(jup_b41_merc_guard_01_walk)% on_info3 = {!actor_see_npc =actor_in_zone(jup_b41_sr_light) !npc_in_zone(jup_b41_sr_light) !npc_in_zone(jup_b41_sr_guards)} walker@jup_b47_bunker_guard_01 %=teleport_npc(jup_b41_merc_guard_01_walk)% on_info4 = {=npc_in_zone(jup_b41_sr_guards)} walker@jup_b47_bunker_guard_01 on_info5 = {=surge_started !has_enemy} walker@jup_b47_bunker_guard_01_reach_surge_hide [walker@jup_b47_bunker_guard_01]:walker@jup_b41_bunker_guard_gen path_walk = merc_guard_01_walk path_look = merc_guard_01_look out_restr = jup_b41_sr_guards on_info2 = {!actor_see_npc =dist_to_actor_ge(120) !npc_in_zone(jup_b41_sr_guards)} %=teleport_npc(jup_b41_merc_guard_01_walk)% on_info3 = {=surge_started !actor_see_npc =dist_to_actor_ge(120)} walker@jup_b47_bunker_guard_01_surge_hide %=teleport_npc(jup_b41_surge_walk_1)% on_info4 = {=surge_started !has_enemy =actor_in_zone(jup_b41_sr_light)} walker@jup_b47_bunker_guard_01_reach_surge_hide %=teleport_npc(jup_b41_merc_guard_04_walk:3)% on_info5 = {!npc_in_zone(jup_b41_sr_guards)} walker@jup_b47_bunker_guard_01_down [walker@jup_b47_bunker_guard_01_reach_surge_hide] path_walk = surge_walk_1 path_look = surge_look_1 def_state_standing = wait_na def_state_moving = run on_info = {=npc_in_zone(jup_b41_sr_light)} walker@jup_b47_bunker_guard_01_surge_hide on_info2 = {=has_enemy} walker@jup_b47_bunker_guard_01_down on_info3 = {=npc_in_zone(jup_b41_sr_guards)} walker@jup_b47_bunker_guard_01 out_restr = jup_b41_sr_light meet = meet@animpoint_def [walker@jup_b47_bunker_guard_01_surge_hide] path_walk = surge_walk_1 path_look = surge_look_1 def_state_standing = wait_na def_state_moving = run on_info = {=surge_complete} walker@jup_b47_bunker_guard_01_down out_restr = jup_b41_sr_light meet = meet@animpoint_def combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true [logic@jup_b47_bunker_guard_02] suitable = {=target_squad_name(jup_b47_bunker_guard)} true, {=target_squad_name(jup_b47_merc_guard_squad) !check_npc_name(jup_b47_merc_01)} true active = walker@jup_b47_bunker_guard_02_down prior = 200 on_death = death@jup_b41_bunker_guard_gen [walker@jup_b47_bunker_guard_02_down]:walker@jup_b41_bunker_guard_gen path_walk = merc_guard_07_walk path_look = merc_guard_07_look on_info2 = {!actor_see_npc =dist_to_actor_ge(120) !npc_in_zone(jup_b41_sr_guards)} walker@jup_b47_bunker_guard_02 %=teleport_npc(jup_b41_merc_guard_02_walk)% on_info3 = {!actor_see_npc =actor_in_zone(jup_b41_sr_light) !npc_in_zone(jup_b41_sr_light) !npc_in_zone(jup_b41_sr_guards)} walker@jup_b47_bunker_guard_02 %=teleport_npc(jup_b41_merc_guard_02_walk)% on_info4 = {=npc_in_zone(jup_b41_sr_guards)} walker@jup_b47_bunker_guard_02 on_info5 = {=surge_started !has_enemy} walker@jup_b47_bunker_guard_02_reach_surge_hide [walker@jup_b47_bunker_guard_02]:walker@jup_b41_bunker_guard_gen path_walk = merc_guard_02_walk path_look = merc_guard_02_look out_restr = jup_b41_sr_guards on_info2 = {!actor_see_npc =dist_to_actor_ge(120) !npc_in_zone(jup_b41_sr_guards)} %=teleport_npc(jup_b41_merc_guard_02_walk)% on_info3 = {=surge_started !actor_see_npc =dist_to_actor_ge(120)} walker@jup_b47_bunker_guard_02_surge_hide %=teleport_npc(jup_b41_surge_walk_2)% on_info4 = {=surge_started !has_enemy =actor_in_zone(jup_b41_sr_light)} walker@jup_b47_bunker_guard_02_reach_surge_hide %=teleport_npc(jup_b41_merc_guard_05_walk:3)% on_info5 = {!npc_in_zone(jup_b41_sr_guards)} walker@jup_b47_bunker_guard_02_down [walker@jup_b47_bunker_guard_02_reach_surge_hide]:walker@jup_b47_bunker_guard_01_reach_surge_hide path_walk = surge_walk_2 path_look = surge_look_2 on_info = {=npc_in_zone(jup_b41_sr_light)} walker@jup_b47_bunker_guard_02_surge_hide on_info2 = {=has_enemy} walker@jup_b47_bunker_guard_02_down on_info3 = {=npc_in_zone(jup_b41_sr_guards)} walker@jup_b47_bunker_guard_02 [walker@jup_b47_bunker_guard_02_surge_hide]:walker@jup_b47_bunker_guard_01_surge_hide path_walk = surge_walk_2 path_look = surge_look_2 on_info = {=surge_complete} walker@jup_b47_bunker_guard_02_down [logic@jup_b47_bunker_guard_03] suitable = {=target_squad_name(jup_b47_bunker_guard)} true, {=target_squad_name(jup_b47_merc_guard_squad) !check_npc_name(jup_b47_merc_01)} true active = walker@jup_b47_bunker_guard_03_down prior = 200 on_death = death@jup_b41_bunker_guard_gen [walker@jup_b47_bunker_guard_03_down]:walker@jup_b41_bunker_guard_gen path_walk = merc_guard_08_walk path_look = merc_guard_08_look on_info2 = {!actor_see_npc =dist_to_actor_ge(120) !npc_in_zone(jup_b41_sr_guards)} walker@jup_b47_bunker_guard_03 %=teleport_npc(jup_b41_merc_guard_03_walk)% on_info3 = {!actor_see_npc =actor_in_zone(jup_b41_sr_light) !npc_in_zone(jup_b41_sr_light) !npc_in_zone(jup_b41_sr_guards)} walker@jup_b47_bunker_guard_03 %=teleport_npc(jup_b41_merc_guard_03_walk)% on_info4 = {=npc_in_zone(jup_b41_sr_guards)} walker@jup_b47_bunker_guard_03 on_info5 = {=surge_started !has_enemy} walker@jup_b47_bunker_guard_03_reach_surge_hide [walker@jup_b47_bunker_guard_03]:walker@jup_b41_bunker_guard_gen path_walk = merc_guard_03_walk path_look = merc_guard_03_look out_restr = jup_b41_sr_guards on_info2 = {!actor_see_npc =dist_to_actor_ge(120) !npc_in_zone(jup_b41_sr_guards)} %=teleport_npc(jup_b41_merc_guard_03_walk)% on_info3 = {=surge_started !actor_see_npc =dist_to_actor_ge(120)} walker@jup_b47_bunker_guard_03_surge_hide %=teleport_npc(jup_b41_surge_walk_3)% on_info4 = {=surge_started !has_enemy =actor_in_zone(jup_b41_sr_light)} walker@jup_b47_bunker_guard_03_reach_surge_hide %=teleport_npc(jup_b41_merc_guard_04_walk:2)% on_info5 = {!npc_in_zone(jup_b41_sr_guards)} walker@jup_b47_bunker_guard_03_down [walker@jup_b47_bunker_guard_03_reach_surge_hide]:walker@jup_b47_bunker_guard_01_reach_surge_hide path_walk = surge_walk_3 path_look = surge_look_3 on_info = {=npc_in_zone(jup_b41_sr_light)} walker@jup_b47_bunker_guard_03_surge_hide on_info2 = {=has_enemy} walker@jup_b47_bunker_guard_03_down on_info3 = {=npc_in_zone(jup_b41_sr_guards)} walker@jup_b47_bunker_guard_03 [walker@jup_b47_bunker_guard_03_surge_hide]:walker@jup_b47_bunker_guard_01_surge_hide path_walk = surge_walk_3 path_look = surge_look_3 on_info = {=surge_complete} walker@jup_b47_bunker_guard_03_down [logic@jup_b47_bunker_guard_04] suitable = {=target_squad_name(jup_b47_bunker_guard)} true, {=target_squad_name(jup_b47_merc_guard_squad) !check_npc_name(jup_b47_merc_01)} true active = walker@jup_b47_bunker_guard_04 prior = 200 on_death = death@jup_b41_bunker_guard_gen [walker@jup_b47_bunker_guard_04]:walker@jup_b41_bunker_guard_gen path_walk = merc_guard_04_walk path_look = merc_guard_04_look on_info2 = {=surge_started !has_enemy} walker@jup_b47_bunker_guard_04_reach_surge_hide [walker@jup_b47_bunker_guard_04_reach_surge_hide]:walker@jup_b47_bunker_guard_01_reach_surge_hide on_info = {=npc_in_zone(jup_b41_sr_light)} animpoint@jup_b47_bunker_guard_04_surge_hide on_info2 = {=has_enemy} walker@jup_b47_bunker_guard_04 [animpoint@jup_b47_bunker_guard_04_surge_hide] cover_name = jup_b41_animp_surge_5 reach_movement = run use_camp = false meet = meet@animpoint_def combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true out_restr = jup_b41_sr_light on_info = {=surge_complete} walker@jup_b47_bunker_guard_04 [logic@jup_b47_bunker_guard_05] suitable = {=target_squad_name(jup_b47_bunker_guard)} true, {=target_squad_name(jup_b47_merc_guard_squad) !check_npc_name(jup_b47_merc_01)} true active = walker@jup_b47_bunker_guard_05 prior = 200 on_death = death@jup_b41_bunker_guard_gen [walker@jup_b47_bunker_guard_05]:walker@jup_b41_bunker_guard_gen path_walk = merc_guard_05_walk path_look = merc_guard_05_look on_info2 = {=surge_started !has_enemy} walker@jup_b47_bunker_guard_05_reach_surge_hide [walker@jup_b47_bunker_guard_05_reach_surge_hide]:walker@jup_b47_bunker_guard_01_reach_surge_hide path_walk = surge_walk_5 path_look = surge_look_5 on_info = {=npc_in_zone(jup_b41_sr_light)} walker@jup_b47_bunker_guard_05_surge_hide on_info2 = {=has_enemy} walker@jup_b47_bunker_guard_05 [walker@jup_b47_bunker_guard_05_surge_hide]:walker@jup_b47_bunker_guard_01_surge_hide path_walk = surge_walk_5 path_look = surge_look_5 on_info = {=surge_complete} walker@jup_b47_bunker_guard_05