[wounded@no_wound] hp_state = 0 | wounded_heavy@help_heavy hp_state_see = 0 | wounded_heavy@help_heavy hp_victim = 0 | nil hp_cover = 0 | false hp_fight = 0 | false [logic@pri_b35_merc_leader] active = walker@leader_walk suitable = {=check_npc_name(pri_b35_merc_leader)} prior = 200 on_death = death on_hit = hit on_combat = combat [walker@leader_walk] path_walk = leader_walk on_info = {+pri_b35_envoy_sighted} walker@rendevous on_info2 = {-pri_b35_envoy_sighted =see_npc(pri_b35_envoy)} %+pri_b35_envoy_sighted% on_info3 = {-pri_b35_merc_leader_sighted =npc_in_zone(pri_b35_sr_mercs)} %+pri_b35_merc_leader_sighted% ;on_info4 = {-pri_b35_merc_leader_sighted =actor_see_npc} %+pri_b35_merc_leader_sighted% on_info5 = {+pri_b35_attack_started} walker@leader_after %+pri_b35_rendevous_done% on_info6 = {-pri_b35_attack_started =has_actor_enemy} %+pri_b35_attack_started% [walker@rendevous] path_walk = leader_rendevous_walk path_look = leader_rendevous_look on_info = {+pri_b35_rendevous_in_process} remark@rendevous on_info2 = {+pri_b35_attack_started} walker@leader_after %+pri_b35_rendevous_done% on_info3 = {-pri_b35_attack_started =has_actor_enemy} %+pri_b35_attack_started% [remark@rendevous] anim = wait_na on_info = {+pri_b35_rendevous_done} walker@leader_after target = story | pri_b35_envoy [walker@leader_after] path_walk = leader_after_walk combat_ignore_cond = true out_restr = pri_b35_sr_mercs_escape on_info = {-pri_b35_attack_started =has_actor_enemy} %+pri_b35_attack_started% on_info2 = {+pri_b35_attack_started} walker@leader_after_rush def_state_moving = assault wounded = wounded@no_wound [walker@leader_after_rush] path_walk = leader_after_walk combat_ignore_cond = true out_restr = pri_b35_sr_mercs_escape on_info = {-pri_b35_attack_started =has_actor_enemy} %+pri_b35_attack_started% def_state_moving = rush wounded = wounded@no_wound [hit] on_info = {=hit_by_actor} %+pri_b35_attack_started% [death] on_info = %+pri_b35_merc_leader_out +pri_b35_attack_started% [combat] on_info = {-pri_b35_attack_started =has_actor_enemy} %+pri_b35_attack_started% [logic@pri_b35_merc_1] active = walker@merc_1 suitable = {!check_npc_name(pri_b35_merc_leader) !check_npc_name(pri_b35_merc_grenade_launcher) =target_squad_name(pri_b35_mercs_squad)} prior = 200 on_combat = combat [walker@merc_1] path_walk = merc_1_walk on_info = {+pri_b35_attack_started} walker@merc_after on_info2 = {+pri_b35_rendevous_done -pri_b35_attack_started} walker@merc_after_no_attack [logic@pri_b35_merc_2] active = walker@merc_2 suitable = {!check_npc_name(pri_b35_merc_leader) !check_npc_name(pri_b35_merc_grenade_launcher) =target_squad_name(pri_b35_mercs_squad)} prior = 200 on_combat = combat [walker@merc_2] path_walk = merc_2_walk on_info = {+pri_b35_attack_started} walker@merc_after on_info2 = {+pri_b35_rendevous_done -pri_b35_attack_started} walker@merc_after_no_attack [logic@pri_b35_merc_3] active = walker@merc_3 suitable = {!check_npc_name(pri_b35_merc_leader) !check_npc_name(pri_b35_merc_grenade_launcher) =target_squad_name(pri_b35_mercs_squad)} prior = 200 on_combat = combat [walker@merc_3] path_walk = merc_3_walk on_info = {+pri_b35_attack_started} walker@merc_after on_info2 = {+pri_b35_rendevous_done -pri_b35_attack_started} walker@merc_after_no_attack danger = danger@no_danger [logic@pri_b35_merc_4] active = walker@merc_4 suitable = {!check_npc_name(pri_b35_merc_leader) !check_npc_name(pri_b35_merc_grenade_launcher) =target_squad_name(pri_b35_mercs_squad)} prior = 200 on_combat = combat [walker@merc_4] path_walk = merc_4_walk path_look = merc_4_look on_info = {+pri_b35_attack_started} walker@merc_after on_info2 = {+pri_b35_rendevous_done -pri_b35_attack_started} walker@merc_after_no_attack def_state_standing = guard_chasovoy [walker@merc_after] path_walk = leader_after_walk out_restr = pri_b35_sr_mercs_escape def_state_moving = rush wounded = wounded@no_wound [walker@merc_after_no_attack] path_walk = leader_after_walk out_restr = pri_b35_sr_mercs_escape on_info = {+pri_b35_attack_started !check_npc_name(pri_b35_merc_grenade_launcher)} walker@merc_after on_info2 = {+pri_b35_attack_started =check_npc_name(pri_b35_merc_grenade_launcher_1) =npc_in_zone(pri_b35_sr_mercs)} remark@shoot_actor_1 on_info3 = {+pri_b35_attack_started =check_npc_name(pri_b35_merc_grenade_launcher_2) =npc_in_zone(pri_b35_sr_mercs)} remark@shoot_actor_2 def_state_moving = patrol wounded = wounded@no_wound [logic@pri_b35_merc_5] active = walker@merc_5 suitable = {=check_npc_name(pri_b35_merc_grenade_launcher_1)} prior = 200 on_combat = combat [walker@merc_5] path_walk = merc_5_walk path_look = merc_5_look on_info = {+pri_b35_attack_started =npc_in_zone(pri_b35_sr_mercs)} remark@shoot_actor_1 on_info2 = {+pri_b35_attack_started !npc_in_zone(pri_b35_sr_mercs)} walker@merc_after on_info3 = {+pri_b35_rendevous_done -pri_b35_attack_started} walker@merc_after_no_attack def_state_standing = wait_na [remark@shoot_actor_1] target = path | pri_b35_mercs_grenade_launcher_look, 0 anim = threat_fire on_game_timer = 70 | walker@mercs_grenade_after on_info = {!actor_in_zone(pri_b35_sr_actor_position)} walker@mercs_grenade_after [logic@pri_b35_merc_6] active = walker@merc_6 suitable = {=check_npc_name(pri_b35_merc_grenade_launcher_2)} prior = 200 on_combat = combat [walker@merc_6] path_walk = merc_6_walk path_look = merc_6_look on_info = {+pri_b35_attack_started =npc_in_zone(pri_b35_sr_mercs)} remark@shoot_actor_2 on_info2 = {+pri_b35_attack_started !npc_in_zone(pri_b35_sr_mercs)} walker@merc_after on_info3 = {+pri_b35_rendevous_done -pri_b35_attack_started} walker@merc_after_no_attack def_state_standing = wait_na [remark@shoot_actor_2] target = path | pri_b35_mercs_grenade_launcher_look, 0 anim = threat_fire on_game_timer = 70 | walker@mercs_grenade_after on_info = {!actor_in_zone(pri_b35_sr_actor_position)} walker@mercs_grenade_after [walker@mercs_grenade_after] path_walk = leader_after_walk out_restr = pri_b35_sr_mercs_escape def_state_moving = sprint wounded = wounded@no_wound