[logic@jup_b4_duty_leader] suitable = {=check_npc_name(jup_b4_duty_leader)} active = walker@1 prior = 100 on_hit = hit on_death = death [walker@1] use_camp = false path_walk = duty_leader_1_walk path_look = duty_leader_1_look combat_ignore_cond = {-jup_b4_monolith_squad_out} true on_info = {+jup_b4_duty_start_speech -jup_b4_monolith_squad_in_duty -jup_b4_monolith_squad_in_freedom -jup_b4_monolith_squad_out} walker@2 meet = no_meet gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@2] use_camp = false path_walk = duty_leader_2_walk path_look = duty_leader_2_look combat_ignore_cond = {-jup_b4_monolith_squad_out} true on_signal = align | {-jup_b4_aling} walker@3 %=play_sound(jup_b4_duty_squad_leader_align) +jup_b4_aling% on_info = {+jup_b4_monolith_squad_out -jup_b4_duty_leader_stop_sound} %=stop_sound +jup_b4_duty_leader_stop_sound% on_info2 = {+jup_b4_aling} walker@3 meet = no_meet gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@3] use_camp = false path_walk = duty_leader_2_walk path_look = duty_leader_2_look combat_ignore_cond = {-jup_b4_monolith_squad_out} true on_info = {+jup_b4_duty_aling1 +jup_b4_duty_aling2 +jup_b4_duty_aling3 +jup_b4_duty_aling4 +jup_b4_duty_aling5 +jup_b4_duty_aling6} walker@4 %=play_sound(jup_b4_duty_squad_leader_align_line) +jup_b4_aling_line% on_info2 = {+jup_b4_monolith_squad_out -jup_b4_duty_leader_stop_sound} %=stop_sound +jup_b4_duty_leader_stop_sound% meet = no_meet gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@4] use_camp = false path_walk = duty_leader_3_walk path_look = duty_leader_3_look combat_ignore_cond = {-jup_b4_monolith_squad_out} true on_signal = jup_b4_duty_walk_3 | walker@5 meet = no_meet gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@5] use_camp = false path_walk = duty_leader_4_walk path_look = duty_leader_4_look combat_ignore_cond = {-jup_b4_monolith_squad_out} true on_signal = jup_b4_duty_walk_4 | {-jup_b4_duty_squad_leader_praise_sound} %=play_sound(jup_b4_duty_squad_leader_praise) +jup_b4_duty_squad_leader_praise_sound% on_signal1 = jup_b4_duty_speech | {-jup_b4_duty_squad_leader_speech_sound} walker@remark %=play_sound(jup_b4_duty_squad_leader_speech) +jup_b4_duty_squad_leader_speech_sound% ;on_signal2 = jup_b4_duty_prisiaga | walker@final_sound %+jup_b4_duty_prisiaga% on_info = {+jup_b4_monolith_squad_out -jup_b4_duty_leader_stop_sound} %=stop_sound +jup_b4_duty_leader_stop_sound% meet = no_meet gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@remark] use_camp = false path_walk = duty_leader_5_walk path_look = duty_leader_5_look combat_ignore_cond = {-jup_b4_monolith_squad_out} true on_signal = sound_end | walker@final_sound %+jup_b4_duty_prisiaga% on_info = {+jup_b4_monolith_squad_out -jup_b4_duty_leader_stop_sound} %=stop_sound +jup_b4_duty_leader_stop_sound% meet = no_meet gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@final_sound] use_camp = false path_walk = duty_leader_5_walk path_look = duty_leader_5_look combat_ignore_cond = {-jup_b4_monolith_squad_out} true on_timer = 2500 | %=play_sound(jup_b4_duty_squad_leader_final)% on_signal = sound_end | %+jup_b4_duty_squad_leader_final_sound_end% on_info = {+jup_b4_monolith_squad_out -jup_b4_duty_leader_stop_sound} %=stop_sound +jup_b4_duty_leader_stop_sound% on_info2 = {+jup_b4_monolith_squad_in_duty} walker@6 meet = no_meet gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@6] use_camp = false path_walk = duty_leader_1_walk path_look = duty_leader_1_look combat_ignore_cond = {-jup_b4_monolith_squad_out} true on_info = {+jup_b4_monolith_squad_out -jup_b4_duty_leader_stop_sound} %=stop_sound +jup_b4_duty_leader_stop_sound% meet = meet gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [meet] meet_dialog = jup_b4_duty_squad_start_dialog [hit] on_info = {-jup_b4_monolith_squad_in_duty =hitted_by(actor)} %+jup_b4_monolith_squad_out% [death] on_info = {-jup_b4_monolith_squad_in_duty} %+jup_b4_monolith_squad_out%