[logic@jup_b4_freedom_leader] suitable = {=check_npc_name(jup_b4_freedom_leader)} active = walker@1 prior = 100 on_hit = hit on_death = death [walker@1] use_camp = false path_walk = freedom_leader_1_walk path_look = freedom_leader_1_look combat_ignore_cond = {-jup_b4_monolith_squad_out} true on_timer = 3000 |walker@2 meet = no_meet gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@2] use_camp = false path_walk = freedom_leader_2_walk path_look = freedom_leader_2_look combat_ignore_cond = {-jup_b4_monolith_squad_out} true on_signal = jup_b4_freedom_lets_talk | {-jup_b4_freedom_squad_leader_lets_talk_sound} %=play_sound(jup_b4_freedom_squad_leader_lets_talk) +jup_b4_freedom_squad_leader_lets_talk_sound% on_signal2 = sound_end | walker@3 on_info = {+jup_b4_monolith_squad_out -jup_b4_freedom_leader_stop_sound} %=stop_sound +jup_b4_freedom_leader_stop_sound% meet = no_meet gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@3] use_camp = false path_walk = freedom_leader_2_walk path_look = freedom_leader_2_look combat_ignore_cond = {-jup_b4_monolith_squad_out} true on_info = {+jup_b4_freedom_monolit_soldier_2_near_fire +jup_b4_freedom_monolit_soldier_3_near_fire +jup_b4_freedom_monolit_leader_near_fire -jup_b4_freedom_squad_leader_speech_sound} %=play_sound(jup_b4_freedom_squad_leader_speech)% on_info2 = {+jup_b4_monolith_squad_out -jup_b4_freedom_leader_stop_sound} %=stop_sound +jup_b4_freedom_leader_stop_sound% on_signal = sound_end | walker@4 %+jup_b4_freedom_squad_leader_speech_sound% meet = no_meet gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@4] use_camp = false path_walk = freedom_leader_2_walk path_look = freedom_leader_2_look combat_ignore_cond = {-jup_b4_monolith_squad_out} true on_info = {-jup_b4_soldier_1_death +jup_b4_monolith_1_ask_to_freedom_sound -jup_b4_freedom_squad_leader_reply_sound} %=play_sound(jup_b4_freedom_squad_leader_reply)% on_info2 = {+jup_b4_monolith_squad_out -jup_b4_freedom_leader_stop_sound} %=stop_sound +jup_b4_freedom_leader_stop_sound% on_info3 = {+jup_b4_soldier_1_death} walker@5 on_signal = sound_end | walker@5 %+jup_b4_freedom_squad_leader_reply_sound% meet = no_meet gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@5] use_camp = false path_walk = freedom_leader_2_walk path_look = freedom_leader_2_look combat_ignore_cond = {-jup_b4_monolith_squad_out} true on_timer = 1000 | {-jup_b4_freedom_squad_leader_any_questions_sound} %=play_sound(jup_b4_freedom_squad_leader_any_questions)% on_info = {+jup_b4_monolith_squad_out -jup_b4_freedom_leader_stop_sound} %=stop_sound +jup_b4_freedom_leader_stop_sound% on_signal = sound_end | walker@6 %+jup_b4_freedom_squad_leader_any_questions_sound% meet = no_meet gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@6] use_camp = false path_walk = freedom_leader_2_walk path_look = freedom_leader_2_look combat_ignore_cond = {-jup_b4_monolith_squad_out} true on_timer = 5000 | {-jup_b4_freedom_squad_leader_welcome_to_freedom_sound} %=play_sound(jup_b4_freedom_squad_leader_welcome_to_freedom)% on_signal = sound_end | %+jup_b4_freedom_squad_leader_welcome_to_freedom_sound% on_info = {+jup_b4_monolith_squad_in_freedom} walker@7 on_info2 = {+jup_b4_monolith_squad_out -jup_b4_freedom_leader_stop_sound} %=stop_sound +jup_b4_freedom_leader_stop_sound% meet = no_meet gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@7] use_camp = false path_walk = freedom_leader_1_walk path_look = freedom_leader_1_look on_info = {+jup_b4_monolith_squad_out -jup_b4_freedom_leader_stop_sound} %=stop_sound +jup_b4_freedom_leader_stop_sound% combat_ignore_cond = {-jup_b4_monolith_squad_out} true meet = meet gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [meet] meet_dialog = jup_b4_freedom_squad_start_dialog [hit] on_info = {-jup_b4_monolith_squad_in_freedom =hitted_by(actor)} %+jup_b4_monolith_squad_out% [death] on_info = {-jup_b4_monolith_squad_in_freedom} %+jup_b4_monolith_squad_out%