#include "pri_a28_general.ltx" [logic@pri_a28_evac_military_1] active = camper@pri_a28_evac_military_1_wait suitable = {+pri_b305_fifth_cam_end =check_npc_name(pri_a28_evac_com)} true, {+pri_b305_fifth_cam_end !is_alive(pri_a28_evac_com) =target_squad_name(pri_a28_evac_squad) =is_squad_commander} true prior = 200 post_combat_time = 0,0 [camper@pri_a28_evac_military_1_wait]:walker@ignore path_walk = evac_military_1_walk path_look = evac_military_1_look def_state_standing = hide_na out_restr = pri_a28_scene_end_zone invulnerable = true on_info = {+pri_a28_squad_dead} camper@pri_a28_evac_military_1 %=clear_smart_terrain(pri_sim_2) +pri_a28_evac_squad_active% on_info2 = {=dist_to_actor_le(150)} camper@pri_a28_evac_military_1 %=clear_smart_terrain(pri_sim_2) +pri_a28_evac_squad_active% on_info3 = {+pri_a28_evac_done} camper@pri_a28_evac_military_1 %=clear_smart_terrain(pri_sim_2) +pri_a28_evac_squad_active% [camper@pri_a28_evac_military_1]:walker@fight path_walk = evac_military_1_walk path_look = evac_military_1_look def_state_standing = hide_na out_restr = pri_a28_scene_end_zone on_info = {+pri_a28_evac_come_close} %=play_sound(pri_a28_evac_come_close)% on_info2 = {+pri_a28_evac_com_to_helicopter} %=play_sound(pri_a28_evac_com_to_helicopter)% on_signal = sound_end | {-pri_a28_evac_come_close_done} %+pri_a28_evac_come_close_done% [logic@pri_a28_evac_military_2] active = camper@pri_a28_evac_military_2_wait suitable = {+pri_b305_fifth_cam_end =target_squad_name(pri_a28_evac_squad) !check_npc_name(pri_a28_evac_com)} true, {+pri_b305_fifth_cam_end !is_alive(pri_a28_evac_com) =target_squad_name(pri_a28_evac_squad) !is_squad_commander} true prior = 200 post_combat_time = 0,0 [camper@pri_a28_evac_military_2_wait]:walker@ignore path_walk = evac_military_2_walk path_look = evac_military_2_look def_state_standing = hide_na out_restr = pri_a28_scene_end_zone on_info = {+pri_a28_evac_squad_active} camper@pri_a28_evac_military_2 [camper@pri_a28_evac_military_2]:walker@fight path_walk = evac_military_2_walk path_look = evac_military_2_look def_state_standing = hide_na out_restr = pri_a28_scene_end_zone [logic@pri_a28_evac_military_3] active = camper@pri_a28_evac_military_3_wait suitable = {+pri_b305_fifth_cam_end =target_squad_name(pri_a28_evac_squad) !check_npc_name(pri_a28_evac_com)} true, {+pri_b305_fifth_cam_end !is_alive(pri_a28_evac_com) =target_squad_name(pri_a28_evac_squad) !is_squad_commander} true prior = 200 post_combat_time = 0,0 [camper@pri_a28_evac_military_3_wait]:walker@ignore path_walk = evac_military_3_walk path_look = evac_military_3_look def_state_standing = hide_na out_restr = pri_a28_scene_end_zone on_info = {+pri_a28_evac_squad_active} camper@pri_a28_evac_military_3 [camper@pri_a28_evac_military_3]:walker@fight path_walk = evac_military_3_walk path_look = evac_military_3_look def_state_standing = hide_na out_restr = pri_a28_scene_end_zone [logic@pri_a28_evac_military_4] active = camper@pri_a28_evac_military_4_wait suitable = {+pri_b305_fifth_cam_end =target_squad_name(pri_a28_evac_squad) !check_npc_name(pri_a28_evac_com)} true, {+pri_b305_fifth_cam_end !is_alive(pri_a28_evac_com) =target_squad_name(pri_a28_evac_squad) !is_squad_commander} true prior = 200 post_combat_time = 0,0 [camper@pri_a28_evac_military_4_wait]:walker@ignore path_walk = evac_military_4_walk path_look = evac_military_4_look def_state_standing = hide_na out_restr = pri_a28_scene_end_zone on_info = {+pri_a28_evac_squad_active} camper@pri_a28_evac_military_4 [camper@pri_a28_evac_military_4]:walker@fight path_walk = evac_military_4_walk path_look = evac_military_4_look def_state_standing = hide_na out_restr = pri_a28_scene_end_zone