[walker@generic] gather_items_enabled = false help_wounded_enabled = true corpse_detection_enabled = false wounded = wounded ;---------------------------------------------------------------------------------------------------------- [logic@jup_b6_stalker_1_anom_2] suitable = {=target_squad_name(jup_b1_stalker_) -jup_b6_anom_2_count_end} true, {=target_squad_name(jup_b6_freedom_stalker_) -jup_b6_anom_2_count_end} true, {=target_squad_name(jup_b6_duty_stalker_) -jup_b6_anom_2_count_end} true, {=target_squad_name(jup_b6_stalker_) -jup_b6_anom_2_count_end} true prior = 45 active = walker@anom_1 on_death = death post_combat_time = 0, 0 [death] on_info = %=dec_counter(jup_b6_anom_2_st_count)% [walker@anom_1]:walker@generic path_walk = st_1_scan path_look = st_1_scan_look def_state_moving = run meet = no_meet combat_ignore_cond = {=fighting_dist_ge(20)} true combat_ignore_keep_when_attacked = false on_game_timer = 15 |{-jup_b6_anom_2_st_1_work} %+jup_b6_anom_2_st_1_work =inc_counter(jup_b6_anom_2_st_count)% on_info = {=has_enemy -jup_b6_anom_2_alarm} camper@fighter_1 %-jup_b6_anom_2_st_1_work =dec_counter(jup_b6_anom_2_st_count) +jup_b6_anom_2_alarm%, {+jup_b6_anom_2_alarm} camper@fighter_1 %-jup_b6_anom_2_st_1_work =dec_counter(jup_b6_anom_2_st_count)% on_game_timer2 = 15 | {=check_npc_name(jup_b1_stalker_1) -jup_b6_anom_2_snd_beg} %+jup_b6_anom_2_snd_beg =play_sound(jup_b6_stalker_1_first_measurement_begin)% on_info2 = {=counter_greater(jup_b6_anom_2_count_1:80) -jup_b6_anom_2_snd_1} %+jup_b6_anom_2_snd_1 =play_sound(jup_b6_stalker_1_first_measurement_done)% on_info3 = {=counter_greater(jup_b6_anom_2_count_1:40) -jup_b6_anom_2_snd_5} %+jup_b6_anom_2_snd_5 =play_sound(jup_b6_stalker_1_first_measurement_in_progress)% on_info4 = {=counter_greater(jup_b6_anom_2_count_2:100) -jup_b6_anom_2_snd_2} %+jup_b6_anom_2_snd_2 =play_sound(jup_b6_stalker_1_second_measurement_done)% on_info5 = {=counter_greater(jup_b6_anom_2_count_2:50) -jup_b6_anom_2_snd_6} %+jup_b6_anom_2_snd_6 =play_sound(jup_b6_stalker_1_second_measurement_in_progress)% on_info6 = {=counter_greater(jup_b6_anom_2_count_3:120) -jup_b6_anom_2_snd_3} %+jup_b6_anom_2_snd_3 =play_sound(jup_b6_stalker_1_third_measurement_done)% on_info7 = {=counter_greater(jup_b6_anom_2_count_3:60) -jup_b6_anom_2_snd_7} %+jup_b6_anom_2_snd_7 =play_sound(jup_b6_stalker_1_third_measurement_in_progress)% on_info8 = {=counter_greater(jup_b6_anom_2_count_4:140) -jup_b6_anom_2_snd_4} %+jup_b6_anom_2_snd_4 =play_sound(jup_b6_stalker_1_fourth_measurement_done)% on_info9 = {=counter_greater(jup_b6_anom_2_count_4:70) -jup_b6_anom_2_snd_8} %+jup_b6_anom_2_snd_8 =play_sound(jup_b6_stalker_1_fourth_measurement_in_progress)% [camper@fighter_1]:walker@generic path_walk = st_1_def path_look = st_1_def_look radius = 15 no_retreat = true combat_ignore_cond = {=fighting_dist_ge(55)} true def_state_moving = assault meet = no_meet on_info = {!has_enemy -jup_b6_anom_2_alarm} walker@anom_1 %-jup_b6_stalkers_under_attack -jup_b6_anom_2_guard% on_game_timer = 15 | {-jup_b6_stalkers_under_attack} %+jup_b6_stalkers_under_attack =play_sound(jup_b6_stalker_1_monsters_coming_) +jup_b6_anom_2_guard% ;------------------------------------------------------- [logic@jup_b6_stalker_2_anom_2] suitable = {=target_squad_name(jup_b1_stalker_) -jup_b6_anom_2_count_end} true, {=target_squad_name(jup_b6_freedom_stalker_) -jup_b6_anom_2_count_end} true, {=target_squad_name(jup_b6_duty_stalker_) -jup_b6_anom_2_count_end} true, {=target_squad_name(jup_b6_stalker_) -jup_b6_anom_2_count_end} true prior = 44 active = walker@anom_2 on_death = death post_combat_time = 0, 0 [walker@anom_2]:walker@generic path_walk = st_2_scan path_look = st_2_scan_look def_state_moving = run meet = no_meet combat_ignore_cond = {=fighting_dist_ge(20)} true combat_ignore_keep_when_attacked = false on_game_timer = 15 |{-jup_b6_anom_2_st_2_work} %+jup_b6_anom_2_st_2_work =inc_counter(jup_b6_anom_2_st_count)% on_info = {=has_enemy -jup_b6_anom_2_alarm} camper@fighter_2 %-jup_b6_anom_2_st_2_work =dec_counter(jup_b6_anom_2_st_count) +jup_b6_anom_2_alarm%, {+jup_b6_anom_2_alarm} camper@fighter_2 %-jup_b6_anom_2_st_2_work =dec_counter(jup_b6_anom_2_st_count)% on_game_timer2 = 15 | {-jup_b6_anom_2_snd_beg} %+jup_b6_anom_2_snd_beg =play_sound(jup_b6_stalker_1_first_measurement_begin)% on_info2 = {=counter_greater(jup_b6_anom_2_count_1:80) -jup_b6_anom_2_snd_1} %+jup_b6_anom_2_snd_1 =play_sound(jup_b6_stalker_1_first_measurement_done)% on_info3 = {=counter_greater(jup_b6_anom_2_count_1:40) -jup_b6_anom_2_snd_5} %+jup_b6_anom_2_snd_5 =play_sound(jup_b6_stalker_1_first_measurement_in_progress)% on_info4 = {=counter_greater(jup_b6_anom_2_count_2:100) -jup_b6_anom_2_snd_2} %+jup_b6_anom_2_snd_2 =play_sound(jup_b6_stalker_1_second_measurement_done)% on_info5 = {=counter_greater(jup_b6_anom_2_count_2:50) -jup_b6_anom_2_snd_6} %+jup_b6_anom_2_snd_6 =play_sound(jup_b6_stalker_1_second_measurement_in_progress)% on_info6 = {=counter_greater(jup_b6_anom_2_count_3:120) -jup_b6_anom_2_snd_3} %+jup_b6_anom_2_snd_3 =play_sound(jup_b6_stalker_1_third_measurement_done)% on_info7 = {=counter_greater(jup_b6_anom_2_count_3:60) -jup_b6_anom_2_snd_7} %+jup_b6_anom_2_snd_7 =play_sound(jup_b6_stalker_1_third_measurement_in_progress)% on_info8 = {=counter_greater(jup_b6_anom_2_count_4:140) -jup_b6_anom_2_snd_4} %+jup_b6_anom_2_snd_4 =play_sound(jup_b6_stalker_1_fourth_measurement_done)% on_info9 = {=counter_greater(jup_b6_anom_2_count_4:70) -jup_b6_anom_2_snd_8} %+jup_b6_anom_2_snd_8 =play_sound(jup_b6_stalker_1_fourth_measurement_in_progress)% [camper@fighter_2]:walker@generic path_walk = st_2_def path_look = st_2_def_look radius = 15 no_retreat = true combat_ignore_cond = {=fighting_dist_ge(55)} true def_state_moving = assault meet = no_meet on_info = {!has_enemy -jup_b6_anom_2_alarm} walker@anom_2 %-jup_b6_stalkers_under_attack -jup_b6_anom_2_guard% on_game_timer = 15 | {-jup_b6_stalkers_under_attack } %+jup_b6_stalkers_under_attack =play_sound(jup_b6_stalker_1_monsters_coming_) +jup_b6_anom_2_guard% ;------------------------------------------------------- [logic@jup_b6_stalker_3_anom_2] suitable = {=target_squad_name(jup_b1_stalker_) -jup_b6_anom_2_count_end} true, {=target_squad_name(jup_b6_freedom_stalker_) -jup_b6_anom_2_count_end} true, {=target_squad_name(jup_b6_duty_stalker_) -jup_b6_anom_2_count_end} true, {=target_squad_name(jup_b6_stalker_) -jup_b6_anom_2_count_end} true prior = 43 active = walker@anom_3 on_death = death post_combat_time = 0, 0 [walker@anom_3]:walker@generic path_walk = st_3_scan path_look = st_3_scan_look def_state_moving = run meet = no_meet combat_ignore_cond = {=fighting_dist_ge(20)} true combat_ignore_keep_when_attacked = false on_game_timer = 15 |{-jup_b6_anom_2_st_3_work} %+jup_b6_anom_2_st_3_work =inc_counter(jup_b6_anom_2_st_count)% on_info = {=has_enemy -jup_b6_anom_2_alarm} camper@fighter_3 %-jup_b6_anom_2_st_3_work =dec_counter(jup_b6_anom_2_st_count) +jup_b6_anom_2_alarm%, {+jup_b6_anom_2_alarm} camper@fighter_3 %-jup_b6_anom_2_st_3_work =dec_counter(jup_b6_anom_2_st_count)% on_game_timer2 = 15 | {-jup_b6_anom_2_snd_beg} %+jup_b6_anom_2_snd_beg =play_sound(jup_b6_stalker_1_first_measurement_begin)% on_info2 = {=counter_greater(jup_b6_anom_2_count_1:80) -jup_b6_anom_2_snd_1} %+jup_b6_anom_2_snd_1 =play_sound(jup_b6_stalker_1_first_measurement_done)% on_info3 = {=counter_greater(jup_b6_anom_2_count_1:40) -jup_b6_anom_2_snd_5} %+jup_b6_anom_2_snd_5 =play_sound(jup_b6_stalker_1_first_measurement_in_progress)% on_info4 = {=counter_greater(jup_b6_anom_2_count_2:100) -jup_b6_anom_2_snd_2} %+jup_b6_anom_2_snd_2 =play_sound(jup_b6_stalker_1_second_measurement_done)% on_info5 = {=counter_greater(jup_b6_anom_2_count_2:50) -jup_b6_anom_2_snd_6} %+jup_b6_anom_2_snd_6 =play_sound(jup_b6_stalker_1_second_measurement_in_progress)% on_info6 = {=counter_greater(jup_b6_anom_2_count_3:120) -jup_b6_anom_2_snd_3} %+jup_b6_anom_2_snd_3 =play_sound(jup_b6_stalker_1_third_measurement_done)% on_info7 = {=counter_greater(jup_b6_anom_2_count_3:60) -jup_b6_anom_2_snd_7} %+jup_b6_anom_2_snd_7 =play_sound(jup_b6_stalker_1_third_measurement_in_progress)% on_info8 = {=counter_greater(jup_b6_anom_2_count_4:140) -jup_b6_anom_2_snd_4} %+jup_b6_anom_2_snd_4 =play_sound(jup_b6_stalker_1_fourth_measurement_done)% on_info9 = {=counter_greater(jup_b6_anom_2_count_4:70) -jup_b6_anom_2_snd_8} %+jup_b6_anom_2_snd_8 =play_sound(jup_b6_stalker_1_fourth_measurement_in_progress)% [camper@fighter_3]:walker@generic path_walk = st_3_def path_look = st_3_def_look radius = 15 no_retreat = true combat_ignore_cond = {=fighting_dist_ge(55)} true def_state_moving = assault meet = no_meet on_info = {!has_enemy -jup_b6_anom_2_alarm} walker@anom_3 %-jup_b6_stalkers_under_attack -jup_b6_anom_2_guard% on_game_timer = 15 | {-jup_b6_stalkers_under_attack } %+jup_b6_stalkers_under_attack =play_sound(jup_b6_stalker_1_monsters_coming_) +jup_b6_anom_2_guard% ;------------------------------------------------------- [logic@jup_b6_stalker_4_anom_2] suitable = {=target_squad_name(jup_b1_stalker_) -jup_b6_anom_2_count_end} true, {=target_squad_name(jup_b6_freedom_stalker_) -jup_b6_anom_2_count_end} true, {=target_squad_name(jup_b6_duty_stalker_) -jup_b6_anom_2_count_end} true, {=target_squad_name(jup_b6_stalker_) -jup_b6_anom_2_count_end} true prior = 42 active = walker@anom_4 on_death = death post_combat_time = 0, 0 [walker@anom_4]:walker@generic path_walk = st_4_scan path_look = st_4_scan_look def_state_moving = run meet = no_meet combat_ignore_cond = {=fighting_dist_ge(20)} true combat_ignore_keep_when_attacked = false on_game_timer = 15 |{-jup_b6_anom_2_st_4_work} %+jup_b6_anom_2_st_4_work =inc_counter(jup_b6_anom_2_st_count)% on_info = {=has_enemy -jup_b6_anom_2_alarm} camper@fighter_4 %-jup_b6_anom_2_st_4_work =dec_counter(jup_b6_anom_2_st_count) +jup_b6_anom_2_alarm%, {+jup_b6_anom_2_alarm} camper@fighter_4 %-jup_b6_anom_2_st_4_work =dec_counter(jup_b6_anom_2_st_count)% on_game_timer2 = 15 | {-jup_b6_anom_2_snd_beg} %+jup_b6_anom_2_snd_beg =play_sound(jup_b6_stalker_1_first_measurement_begin)% on_info2 = {=counter_greater(jup_b6_anom_2_count_1:80) -jup_b6_anom_2_snd_1} %+jup_b6_anom_2_snd_1 =play_sound(jup_b6_stalker_1_first_measurement_done)% on_info3 = {=counter_greater(jup_b6_anom_2_count_1:40) -jup_b6_anom_2_snd_5} %+jup_b6_anom_2_snd_5 =play_sound(jup_b6_stalker_1_first_measurement_in_progress)% on_info4 = {=counter_greater(jup_b6_anom_2_count_2:100) -jup_b6_anom_2_snd_2} %+jup_b6_anom_2_snd_2 =play_sound(jup_b6_stalker_1_second_measurement_done)% on_info5 = {=counter_greater(jup_b6_anom_2_count_2:50) -jup_b6_anom_2_snd_6} %+jup_b6_anom_2_snd_6 =play_sound(jup_b6_stalker_1_second_measurement_in_progress)% on_info6 = {=counter_greater(jup_b6_anom_2_count_3:120) -jup_b6_anom_2_snd_3} %+jup_b6_anom_2_snd_3 =play_sound(jup_b6_stalker_1_third_measurement_done)% on_info7 = {=counter_greater(jup_b6_anom_2_count_3:60) -jup_b6_anom_2_snd_7} %+jup_b6_anom_2_snd_7 =play_sound(jup_b6_stalker_1_third_measurement_in_progress)% on_info8 = {=counter_greater(jup_b6_anom_2_count_4:140) -jup_b6_anom_2_snd_4} %+jup_b6_anom_2_snd_4 =play_sound(jup_b6_stalker_1_fourth_measurement_done)% on_info9 = {=counter_greater(jup_b6_anom_2_count_4:70) -jup_b6_anom_2_snd_8} %+jup_b6_anom_2_snd_8 =play_sound(jup_b6_stalker_1_fourth_measurement_in_progress)% wounded = wounded [camper@fighter_4]:walker@generic path_walk = st_4_def path_look = st_4_def_look radius = 15 no_retreat = true combat_ignore_cond = {=fighting_dist_ge(55)} true def_state_moving = assault meet = no_meet on_info = {!has_enemy -jup_b6_anom_2_alarm} walker@anom_4 %-jup_b6_stalkers_under_attack -jup_b6_anom_2_guard% on_game_timer = 15 | {-jup_b6_stalkers_under_attack } %+jup_b6_stalkers_under_attack =play_sound(jup_b6_stalker_1_monsters_coming_) +jup_b6_anom_2_guard% ;------------------------------------------------------- [logic@jup_b6_stalker_1_anom_2_def] suitable = {=target_squad_name(jup_b1_stalker_)} true, {=target_squad_name(jup_b6_freedom_stalker_)} true, {=target_squad_name(jup_b6_duty_stalker_)} true, {=target_squad_name(jup_b6_stalker_)} true prior = 40 active = camper@six_cover_1 post_combat_time = 0, 0 [camper@six_cover_1]:walker@generic path_walk = st_1_def path_look = st_1_def_look def_state_moving = assault combat_ignore_cond = {=fighting_dist_ge(55)} true on_info = {+jup_b6_anom_2_count_end !has_enemy} camper@ready_to_go_1 meet = no_meet [camper@ready_to_go_1]:walker@generic path_walk = st_1_def path_look = st_1_def_look on_game_timer = 20 | {-jup_b6_anom_2_ready_to_go} %+jup_b6_anom_2_ready_to_go =play_sound(jup_b6_stalker_1_measurements_done)% on_info = {=dist_to_actor_ge(130)} %-jup_b6_anom_2% def_state_campering = threat def_state_campering_fire = threat_fire combat_ignore_cond = {=fighting_dist_ge(55)} true ;----------------------------------------------------------- [logic@jup_b6_stalker_2_anom_2_def] suitable = {=target_squad_name(jup_b1_stalker_)} true, {=target_squad_name(jup_b6_freedom_stalker_)} true, {=target_squad_name(jup_b6_duty_stalker_)} true, {=target_squad_name(jup_b6_stalker_)} true prior = 40 active = camper@six_cover_2 post_combat_time = 0, 0 [camper@six_cover_2]:walker@generic path_walk = st_2_def path_look = st_2_def_look def_state_moving = assault combat_ignore_cond = {=fighting_dist_ge(55)} true on_info = {+jup_b6_anom_2_count_end !has_enemy} camper@ready_to_go_2 meet = no_meet [camper@ready_to_go_2]:walker@generic path_walk = st_2_def path_look = st_2_def_look on_game_timer = 20 | {-jup_b6_anom_2_ready_to_go} %+jup_b6_anom_2_ready_to_go =play_sound(jup_b6_stalker_1_measurements_done)% on_info = {=dist_to_actor_ge(130)} %-jup_b6_anom_2% def_state_campering = threat def_state_campering_fire = threat_fire combat_ignore_cond = {=fighting_dist_ge(55)} true ;------------------------------------------------------------- [logic@jup_b6_stalker_3_anom_2_def] suitable = {=target_squad_name(jup_b1_stalker_)} true, {=target_squad_name(jup_b6_freedom_stalker_)} true, {=target_squad_name(jup_b6_duty_stalker_)} true, {=target_squad_name(jup_b6_stalker_)} true prior = 40 active = camper@six_cover_3 post_combat_time = 0, 0 [camper@six_cover_3]:walker@generic path_walk = st_3_def path_look = st_3_def_look def_state_moving = assault on_info = {+jup_b6_anom_2_count_end !has_enemy} camper@ready_to_go_3 meet = no_meet combat_ignore_cond = {=fighting_dist_ge(55)} true [camper@ready_to_go_3]:walker@generic path_walk = st_3_def path_look = st_3_def_look on_game_timer = 20 | {-jup_b6_anom_2_ready_to_go} %+jup_b6_anom_2_ready_to_go =play_sound(jup_b6_stalker_1_measurements_done)% on_info = {=dist_to_actor_ge(130)} %-jup_b6_anom_2% def_state_campering = threat def_state_campering_fire = threat_fire combat_ignore_cond = {=fighting_dist_ge(55)} true ;------------------------------------------------------------- [logic@jup_b6_stalker_4_anom_2_def] suitable = {=target_squad_name(jup_b1_stalker_)} true, {=target_squad_name(jup_b6_freedom_stalker_)} true, {=target_squad_name(jup_b6_duty_stalker_)} true, {=target_squad_name(jup_b6_stalker_)} true prior = 40 active = camper@six_cover_4 post_combat_time = 0, 0 [camper@six_cover_4]:walker@generic path_walk = st_4_def path_look = st_4_def_look def_state_moving = assault on_info = {+jup_b6_anom_2_count_end !has_enemy} camper@ready_to_go_4 meet = no_meet combat_ignore_cond = {=fighting_dist_ge(55)} true [camper@ready_to_go_4]:walker@generic path_walk = st_4_def path_look = st_4_def_look on_game_timer = 20 | {-jup_b6_anom_2_ready_to_go } %+jup_b6_anom_2_ready_to_go =play_sound(jup_b6_stalker_1_measurements_done)% on_info = {=dist_to_actor_ge(130)} %-jup_b6_anom_2% def_state_campering = threat def_state_campering_fire = threat_fire combat_ignore_cond = {=fighting_dist_ge(55)} true ;------------------------------------------------------------- [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