#include "pri_a28_general.ltx" [logic@pri_a28_kovalski_base] active = walker@kovalski_base_1 suitable = {-pri_a28_base_done =check_npc_name(kovalski)} true prior = 200 on_hit = hit@def on_death = death@def post_combat_time = 0,0 [walker@kovalski_base_1]:walker@kovalski_ignore path_walk = kovalski_1_walk path_look = kovalski_1_look out_restr = pri_a16_sr_noweap on_info = {=npc_in_zone(pri_a28_sr_base_1) !npc_in_zone(pri_surge_hide_a16) +pri_a28_heli_near_base} remark@kovalski_base_1 [remark@kovalski_base_1]:walker@kovalski_ignore target = story | pri_a28_heli anim = threat_na out_restr = pri_a16_sr_noweap on_signal = sound_end | walker@kovalski_base_1_stand %+pri_a28_colonel_about_heli% on_info = %=play_sound(pri_a28_colonel_about_heli)% on_info2 = {+pri_a28_colonel_about_heli} walker@kovalski_base_1_stand [walker@kovalski_base_1_stand]:walker@kovalski_ignore path_walk = kovalski_1_walk path_look = kovalski_1_look out_restr = pri_a16_sr_noweap on_info = {+pri_a28_army_zombied_first} walker@kovalski_base_1_wait [walker@kovalski_base_1_wait]:walker@kovalski_fight path_walk = kovalski_1_walk path_look = kovalski_1_look out_restr = pri_a16_sr_noweap on_game_timer = 30 | %=play_sound(pri_a28_colonel_zombied_first)% on_signal = sound_end | %+pri_a28_colonel_zombied_first% on_info = {+pri_a28_colonel_zombied_first} smartcover@kovalski_base_1_fight [smartcover@kovalski_base_1_fight]:walker@fight cover_name = pri_a28_base_cover_2 use_in_combat = true out_restr = pri_a16_sr_noweap on_game_timer = 80 | camper@kovalski_base_2 %+pri_a28_base_leave% on_info = {+pri_a28_base_leave} camper@kovalski_base_2 on_info2 = {=in_dest_smart_cover !has_enemy_in_current_loopholes_fov} walker@kovalski_base_1_fight [walker@kovalski_base_1_fight]:walker@kovalski_fight path_walk = kovalski_1_walk path_look = kovalski_1_look out_restr = pri_a16_sr_noweap on_game_timer = 60 | %+pri_a28_base_leave% on_info = {+pri_a28_base_leave} camper@kovalski_base_2 %=disable_memory_object% [camper@kovalski_base_2]:walker@kovalski_ignore path_walk = kovalski_2_walk path_look = kovalski_2_look out_restr = pri_a28_sr_shop_1 [logic@pri_a28_kirillov_base] active = walker@kirillov_base_1 suitable = {-pri_a28_base_done =check_npc_name(army_signaller)} true prior = 200 on_hit = hit@def on_death = death@def post_combat_time = 0,0 [walker@kirillov_base_1]:walker@ignore path_walk = kirillov_1_walk path_look = kirillov_1_look def_state_standing = hide_na out_restr = pri_a16_sr_noweap on_info = {=npc_in_zone(pri_a28_sr_base_1) !npc_in_zone(pri_surge_hide_a16) +pri_a28_colonel_about_heli} walker@kirillov_base_1_wait [walker@kirillov_base_1_wait]:walker@ignore path_walk = kirillov_1_walk path_look = kirillov_1_look def_state_standing = hide_na out_restr = pri_a16_sr_noweap on_game_timer = 10 | %=play_sound(pri_a28_army_zombied_first)% on_signal = sound_end | walker@kirillov_base_1_fight %+pri_a28_army_zombied_first% on_info = {+pri_a28_army_zombied_first} walker@kirillov_base_1_fight [walker@kirillov_base_1_fight]:walker@fight path_walk = kirillov_1_walk path_look = kirillov_1_look out_restr = pri_a16_sr_noweap on_info = {+pri_a28_colonel_zombied_first} camper@kirillov_base_2 %=disable_memory_object% [camper@kirillov_base_2]:walker@ignore path_walk = kirillov_2_walk path_look = kirillov_2_look out_restr = pri_a28_sr_base_2 on_signal = path_end | smartcover@kirillov_base_2_fight [smartcover@kirillov_base_2_fight]:walker@fight cover_name = pri_a28_base_cover_7 use_in_combat = true out_restr = pri_a28_sr_base_2 on_info = {=in_dest_smart_cover !has_enemy_in_current_loopholes_fov} walker@kirillov_base_2_fight [walker@kirillov_base_2_fight]:walker@fight path_walk = kirillov_2_walk path_look = kirillov_2_look out_restr = pri_a28_sr_base_2 [logic@pri_a28_strelok_base] active = walker@strelok_base_1 suitable = {-pri_a28_base_done =check_npc_name(strelok)} true prior = 200 on_hit = hit@def on_death = death@def post_combat_time = 0,0 [walker@strelok_base_1]:walker@ignore path_walk = strelok_1_walk path_look = strelok_1_look def_state_standing = hide_na out_restr = pri_a16_sr_noweap on_info = {+pri_a28_army_zombied_first} walker@strelok_base_1_fight [walker@strelok_base_1_fight]:walker@fight path_walk = strelok_1_walk path_look = strelok_1_look out_restr = pri_a16_sr_noweap on_info = {+pri_a28_colonel_zombied_first} camper@strelok_base_2 %=disable_memory_object% [camper@strelok_base_2]:walker@ignore path_walk = strelok_2_walk path_look = strelok_2_look out_restr = pri_a28_sr_base_2 on_signal = path_end | walker@strelok_base_2_fight [walker@strelok_base_2_fight]:walker@fight path_walk = strelok_2_walk path_look = strelok_2_look def_state_standing = hide_na out_restr = pri_a28_sr_base_2 [logic@pri_a28_military_1_base] active = walker@military_1_base_1 suitable = {-pri_a28_base_done =target_squad_name(pri_a16_military_squad) !check_npc_name(strelok) !check_npc_name(army_signaller) !check_npc_name(kovalski)} true prior = 110 on_hit = hit@def on_death = death@def post_combat_time = 0,0 [walker@military_1_base_1]:walker@ignore path_walk = military_1_1_walk path_look = military_1_1_look def_state_standing = hide_na out_restr = pri_a16_sr_noweap on_info = {+pri_a28_army_zombied_first} walker@military_1_base_1_fight [walker@military_1_base_1_fight]:walker@fight path_walk = military_1_1_walk path_look = military_1_1_look out_restr = pri_a16_sr_noweap on_info = {+pri_a28_base_leave} camper@military_1_base_2 %=disable_memory_object% [camper@military_1_base_2]:walker@ignore path_walk = military_1_2_walk path_look = military_1_2_look out_restr = pri_a28_sr_base_2 on_signal = path_end | walker@military_1_base_2_fight [walker@military_1_base_2_fight]:walker@fight path_walk = military_1_2_walk path_look = military_1_2_look out_restr = pri_a28_sr_base_2 [logic@pri_a28_military_2_base] active = walker@military_2_base_1 suitable = {-pri_a28_base_done =target_squad_name(pri_a16_military_squad) !check_npc_name(strelok) !check_npc_name(army_signaller) !check_npc_name(kovalski)} true prior = 100 on_hit = hit@def on_death = death@def post_combat_time = 0,0 [walker@military_2_base_1]:walker@ignore path_walk = military_2_1_walk path_look = military_2_1_look def_state_standing = hide_na out_restr = pri_a28_sr_base_1 on_info = {+pri_a28_army_zombied_first} walker@military_2_base_1_fight [walker@military_2_base_1_fight]:walker@fight path_walk = military_2_1_walk path_look = military_2_1_look out_restr = pri_a28_sr_base_1 on_info = {+pri_a28_colonel_zombied_first} camper@military_2_base_2 %=disable_memory_object% [camper@military_2_base_2]:walker@ignore path_walk = military_2_2_walk path_look = military_2_2_look out_restr = pri_a28_sr_base_2 on_signal = path_end | walker@military_2_base_2_fight [walker@military_2_base_2_fight]:walker@fight path_walk = military_2_2_walk path_look = military_2_2_look out_restr = pri_a28_sr_base_2 [logic@pri_a28_military_3_base] active = walker@military_3_base_1 suitable = {-pri_a28_base_done =target_squad_name(pri_a16_military_squad) !check_npc_name(strelok) !check_npc_name(army_signaller) !check_npc_name(kovalski)} true prior = 90 on_hit = hit@def on_death = death@def post_combat_time = 0,0 [walker@military_3_base_1]:walker@ignore path_walk = military_3_1_walk path_look = military_3_1_look def_state_standing = hide_na out_restr = pri_a28_sr_base_1 on_info = {+pri_a28_army_zombied_first} walker@military_3_base_1_fight [walker@military_3_base_1_fight]:walker@fight path_walk = military_3_1_walk path_look = military_3_1_look out_restr = pri_a28_sr_base_1 on_info = {+pri_a28_colonel_zombied_first} camper@military_3_base_2 %=disable_memory_object% [camper@military_3_base_2]:walker@ignore path_walk = military_3_2_walk path_look = military_3_2_look out_restr = pri_a28_sr_base_2 on_signal = path_end | walker@military_3_base_2_fight [walker@military_3_base_2_fight]:walker@fight path_walk = military_3_2_walk path_look = military_3_2_look out_restr = pri_a28_sr_base_2 [logic@pri_a28_military_4_base] active = walker@military_4_base_1 suitable = {-pri_a28_base_done =target_squad_name(pri_a16_military_squad) !check_npc_name(strelok) !check_npc_name(army_signaller) !check_npc_name(kovalski)} true prior = 100 on_hit = hit@def on_death = death@def post_combat_time = 0,0 [walker@military_4_base_1]:walker@ignore path_walk = military_4_1_walk path_look = military_4_1_look def_state_standing = hide_na out_restr = pri_a28_sr_base_1 on_info = {+pri_a28_army_zombied_first} walker@military_4_base_1_fight [walker@military_4_base_1_fight]:walker@fight path_walk = military_4_1_walk path_look = military_4_1_look out_restr = pri_a28_sr_base_1 on_info = {+pri_a28_base_leave} camper@military_4_base_2 %=disable_memory_object% [camper@military_4_base_2]:walker@ignore path_walk = military_4_2_walk path_look = military_4_2_look out_restr = pri_a28_sr_base_2 on_signal = path_end | walker@military_4_base_2_fight [walker@military_4_base_2_fight]:walker@fight path_walk = military_4_2_walk path_look = military_4_2_look out_restr = pri_a28_sr_base_2 [logic@pri_a28_military_5_base] active = walker@military_5_base_1 suitable = {-pri_a28_base_done =target_squad_name(pri_a16_military_squad) !check_npc_name(strelok) !check_npc_name(army_signaller) !check_npc_name(kovalski)} true prior = 90 on_hit = hit@def on_death = death@def post_combat_time = 0,0 [walker@military_5_base_1]:walker@ignore path_walk = military_5_1_walk path_look = military_5_1_look out_restr = pri_a16_sr_noweap on_info = {+pri_a28_army_zombied_first} walker@military_5_base_1_fight [walker@military_5_base_1_fight]:walker@fight path_walk = military_5_1_walk path_look = military_5_1_look out_restr = pri_a16_sr_noweap on_info = {+pri_a28_base_leave} camper@military_5_base_2 %=disable_memory_object% [camper@military_5_base_2]:walker@ignore path_walk = military_5_2_walk path_look = military_5_2_look out_restr = pri_a28_sr_base_2 on_signal = path_end | walker@military_5_base_2_fight [walker@military_5_base_2_fight]:walker@fight path_walk = military_5_2_walk path_look = military_5_2_look out_restr = pri_a28_sr_base_2