[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_envoy] active = walker@leader_start suitable = {-pri_b35_rendevous_done =check_npc_name(pri_b35_envoy)} true prior = 200 on_death = death on_combat = combat [walker@leader_start] path_walk = envoy_start_walk on_info = walker@rendevous [walker@rendevous] path_walk = envoy_rendevous_walk path_look = envoy_rendevous_look def_state_moving1 = walk def_state_standing = wait_na on_info = {+pri_b35_rendevous_in_process} remark@rendevous on_info2 = {-pri_b35_envoy_sighted =see_npc(pri_b35_merc_leader)} %+pri_b35_envoy_sighted% on_info3 = {-pri_b35_envoy_sighted =npc_in_zone(pri_b35_sr_mercs)} %+pri_b35_envoy_sighted% on_info4 = {-pri_b35_envoy_sighted =actor_see_npc} %+pri_b35_envoy_sighted% on_info5 = {+pri_b35_attack_started} %+pri_b35_rendevous_done +pri_b35_rendevous_in_process% on_info6 = {-pri_b35_attack_started =has_actor_enemy} %+pri_b35_attack_started% on_signal = path_end | %+pri_b35_rendevous_in_process% [remark@rendevous] anim = wait_na on_game_timer = 100 | %+pri_b35_rendevous_done% on_info = {+pri_b35_attack_started} %+pri_b35_rendevous_done% on_info2 = {-pri_b35_attack_started =has_actor_enemy} %+pri_b35_attack_started% target = story | pri_b35_merc_leader [death] on_info = %+pri_b35_envoy_out +pri_b35_rendevous_done +pri_b35_rendevous_in_process +pri_b35_attack_started% [combat] on_info = {-pri_b35_attack_started =has_actor_enemy} %+pri_b35_attack_started% [logic@pri_b35_envoy_after] active = walker@envoy_after suitable = {+pri_b35_rendevous_done =check_npc_name(pri_b35_envoy)} true prior = 200 on_death = death [walker@envoy_after] path_walk = envoy_after_walk combat_ignore_cond = true combat_ignore_keep_when_attacked = true out_restr = pri_b35_sr_envoy_escape def_state_moving = rush wounded = wounded@no_wound on_info = {=npc_in_zone(pri_b35_sr_envoy_escape)} %=destroy_object +pri_b35_envoy_escape% [logic@pri_b35_envoy_squad_1] active = walker@envoy_squad_after_no_attack suitable = {+pri_b35_rendevous_done !check_npc_name(pri_b35_envoy) =target_squad_name(pri_b35_envoy_squad)} true prior = 200 on_combat = combat [logic@pri_b35_envoy_squad_2] active = walker@envoy_squad_after_no_attack suitable = {+pri_b35_rendevous_done !check_npc_name(pri_b35_envoy) =target_squad_name(pri_b35_envoy_squad)} true prior = 200 on_combat = combat [walker@envoy_squad_after] path_walk = envoy_after_walk out_restr = pri_b35_sr_envoy_escape combat_ignore_cond = true combat_ignore_keep_when_attacked = true def_state_moving = rush wounded = wounded@no_wound on_info = {=npc_in_zone(pri_b35_sr_envoy_escape)} %=destroy_object% on_info2 = {!actor_in_zone(pri_b35_sr_actor_position)} %=destroy_object% [walker@envoy_squad_after_no_attack] path_walk = envoy_after_walk out_restr = pri_b35_sr_envoy_escape on_info = {+pri_b35_attack_started} walker@envoy_squad_after on_info2 = {=npc_in_zone(pri_b35_sr_envoy_escape)} %=destroy_object% on_info3 = {!actor_in_zone(pri_b35_sr_actor_position)} %=destroy_object% combat_ignore_cond = true def_state_moving = patrol wounded = wounded@no_wound [logic@pri_b35_envoy_1] active = walker@envoy_1_start suitable = {-pri_b35_rendevous_done !check_npc_name(pri_b35_envoy) =target_squad_name(pri_b35_envoy_squad)} true prior = 200 on_combat = combat [walker@envoy_1_start] path_walk = envoy_start_walk on_info = walker@envoy_1 [walker@envoy_1] path_walk = envoy_1_walk path_look = envoy_1_look combat_ignore_cond = true [logic@pri_b35_envoy_2] active = walker@envoy_2_start suitable = {-pri_b35_rendevous_done !check_npc_name(pri_b35_envoy) =target_squad_name(pri_b35_envoy_squad)} true prior = 200 on_combat = combat [walker@envoy_2_start] path_walk = envoy_start_walk on_info = walker@envoy_2 [walker@envoy_2] path_walk = envoy_2_walk path_look = envoy_2_look combat_ignore_cond = true