[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@pas_b400_hall_monolith_1] active = camper@monolith_1 suitable = {=target_squad_name(pas_b400_hall_monolith_squad)} prior = 200 [camper@monolith_1] path_walk = monolith_1_1_walk path_look = monolith_1_look no_retreat = true def_state_moving = assault on_signal = path_end | walker@monolith_1 wounded = wounded@no_wound [walker@monolith_1] path_walk = monolith_1_2_walk def_state_standing = hide_na def_state_moving = assault wounded = wounded@no_wound [logic@pas_b400_hall_monolith_2] active = camper@monolith_2 suitable = {=target_squad_name(pas_b400_hall_monolith_squad)} prior = 200 [camper@monolith_2] path_walk = monolith_2_1_walk path_look = monolith_1_look no_retreat = true def_state_moving = assault on_signal = path_end | walker@monolith_2 wounded = wounded@no_wound [walker@monolith_2] path_walk = monolith_2_2_walk def_state_standing = hide_na def_state_moving = assault wounded = wounded@no_wound [logic@pas_b400_hall_monolith_3] active = camper@monolith_3 suitable = {=target_squad_name(pas_b400_hall_monolith_squad)} prior = 200 [camper@monolith_3] path_walk = monolith_3_1_walk path_look = monolith_1_look no_retreat = true def_state_moving = assault on_signal = path_end | walker@monolith_3 wounded = wounded@no_wound [walker@monolith_3] path_walk = monolith_3_2_walk def_state_standing = hide_na def_state_moving = assault wounded = wounded@no_wound [logic@pas_b400_hall_monolith_4] active = camper@monolith_4 suitable = {=target_squad_name(pas_b400_hall_monolith_squad)} prior = 200 [camper@monolith_4] path_walk = monolith_4_1_walk path_look = monolith_2_look no_retreat = true def_state_moving = assault on_signal = path_end | walker@monolith_4 wounded = wounded@no_wound [walker@monolith_4] path_walk = monolith_4_2_walk def_state_standing = hide_na def_state_moving = assault wounded = wounded@no_wound [logic@pas_b400_hall_monolith_5] active = camper@monolith_5 suitable = {=target_squad_name(pas_b400_hall_monolith_squad)} prior = 200 [camper@monolith_5] path_walk = monolith_5_1_walk path_look = monolith_2_look no_retreat = true def_state_moving = assault on_signal = path_end | walker@monolith_5 wounded = wounded@no_wound [walker@monolith_5] path_walk = monolith_5_2_walk def_state_standing = hide_na def_state_moving = assault wounded = wounded@no_wound [logic@pas_b400_hall_monolith_6] active = camper@monolith_6 suitable = {=target_squad_name(pas_b400_hall_monolith_squad)} prior = 200 [camper@monolith_6] path_walk = monolith_6_1_walk path_look = monolith_2_look no_retreat = true def_state_moving = assault on_signal = path_end | walker@monolith_6 wounded = wounded@no_wound [walker@monolith_6] path_walk = monolith_6_2_walk def_state_standing = hide_na def_state_moving = assault wounded = wounded@no_wound [logic@pas_b400_hall_monolith_7] active = camper@monolith_7 suitable = {=target_squad_name(pas_b400_hall_monolith_2_squad)} prior = 200 [camper@monolith_7] path_walk = monolith_7_1_walk path_look = monolith_7_look no_retreat = true def_state_moving = assault on_signal = path_end | walker@monolith_7 wounded = wounded@no_wound [walker@monolith_7] path_walk = monolith_7_2_walk def_state_standing = hide_na def_state_moving = assault wounded = wounded@no_wound [logic@pas_b400_hall_monolith_8] active = camper@monolith_8 suitable = {=target_squad_name(pas_b400_hall_monolith_2_squad)} prior = 200 [camper@monolith_8] path_walk = monolith_8_1_walk path_look = monolith_8_look no_retreat = true def_state_moving = assault on_signal = path_end | walker@monolith_8 wounded = wounded@no_wound [walker@monolith_8] path_walk = monolith_8_2_walk def_state_standing = hide_na def_state_moving = assault wounded = wounded@no_wound [logic@pas_b400_hall_sniper_1] active = camper@sniper_1 suitable = {=target_squad_name(pas_b400_hall_monolith_sniper_1)} prior = 200 [camper@sniper_1] path_walk = mono_sniper_1_walk path_look = mono_sniper_1_look no_retreat = true def_state_moving = sneak_run def_state_campering = hide_na def_state_campering_fire = hide_fire out_restr = pas_b400_sr_hall_sniper_1_in on_signal = path_end | remark@sniper_1_wait combat_ignore_cond = true wounded = wounded@no_wound [remark@sniper_1_wait] target = path | pas_b400_hall_mono_sniper_1_look,0 anim = hide_na on_info = {=actor_in_zone(pas_b400_sr_hall_control_up)} remark@sniper_1 %+pas_b400_hall_monolith_snipers_attacked% on_info2 = {=actor_in_zone(pas_b400_sr_hall_6)} remark@sniper_1 %+pas_b400_hall_monolith_snipers_attacked% out_restr = pas_b400_sr_hall_sniper_1_in combat_ignore_cond = true wounded = wounded@no_wound [remark@sniper_1] target = path | pas_b400_hall_mono_sniper_1_look,0 anim = hide_fire on_signal = anim_end | camper@sniper_1_battle on_game_timer = 30 | camper@sniper_1_battle out_restr = pas_b400_sr_hall_sniper_1_in combat_ignore_cond = {=check_enemy_name(wanderer)} true wounded = wounded@no_wound [camper@sniper_1_battle] path_walk = mono_sniper_1_walk path_look = mono_sniper_1_look no_retreat = true def_state_moving = sneak_run def_state_campering = hide_na def_state_campering_fire = hide_fire out_restr = pas_b400_sr_hall_sniper_1_in radius = 10 combat_ignore_cond = {=check_enemy_name(wanderer)} true wounded = wounded@no_wound [logic@pas_b400_hall_sniper_2] active = camper@sniper_2 suitable = {=target_squad_name(pas_b400_hall_monolith_sniper_2)} prior = 200 [camper@sniper_2] path_walk = mono_sniper_2_walk path_look = mono_sniper_2_look no_retreat = true def_state_moving = sneak_run def_state_campering = hide_na def_state_campering_fire = hide_fire out_restr = pas_b400_sr_hall_sniper_2_in on_signal = path_end | remark@sniper_2_wait combat_ignore_cond = true wounded = wounded@no_wound [remark@sniper_2_wait] target = path | pas_b400_hall_mono_sniper_2_look,0 anim = hide_na on_info = {=actor_in_zone(pas_b400_sr_hall_control_up)} remark@sniper_2 %+pas_b400_hall_monolith_snipers_attacked% on_info2 = {=actor_in_zone(pas_b400_sr_hall_6)} remark@sniper_2 %+pas_b400_hall_monolith_snipers_attacked% out_restr = pas_b400_sr_hall_sniper_2_in combat_ignore_cond = true wounded = wounded@no_wound [remark@sniper_2] target = path | pas_b400_hall_mono_sniper_2_look,0 anim = hide_fire on_signal = anim_end | camper@sniper_2_battle on_game_timer = 30 | camper@sniper_2_battle out_restr = pas_b400_sr_hall_sniper_2_in combat_ignore_cond = {=check_enemy_name(wanderer)} true wounded = wounded@no_wound [camper@sniper_2_battle] path_walk = mono_sniper_2_walk path_look = mono_sniper_2_look no_retreat = true def_state_moving = sneak_run def_state_campering = hide_na def_state_campering_fire = hide_fire out_restr = pas_b400_sr_hall_sniper_2_in radius = 10 combat_ignore_cond = {=check_enemy_name(wanderer)} true wounded = wounded@no_wound [logic@pas_b400_hall_sniper_3] active = camper@sniper_3 suitable = {=target_squad_name(pas_b400_hall_monolith_sniper_3)} prior = 200 [camper@sniper_3] path_walk = mono_sniper_3_walk path_look = mono_sniper_3_look no_retreat = true def_state_moving = sneak_run def_state_campering = hide_na def_state_campering_fire = hide_fire out_restr = pas_b400_sr_hall_2 on_signal = path_end | remark@sniper_3_wait combat_ignore_cond = true wounded = wounded@no_wound [remark@sniper_3_wait] target = path | pas_b400_hall_mono_sniper_3_look,0 anim = hide_na on_info5 = {=actor_in_zone(pas_b400_sr_hall_control_up)} remark@sniper_3 on_info6 = {=actor_in_zone(pas_b400_sr_hall_6)} remark@sniper_3 out_restr = pas_b400_sr_hall_2 combat_ignore_cond = true wounded = wounded@no_wound [remark@sniper_3] target = story | actor anim = hide_fire on_signal = anim_end | camper@sniper_3_battle on_game_timer = 30 | camper@sniper_3_battle out_restr = pas_b400_sr_hall_2 wounded = wounded@no_wound [camper@sniper_3_battle] path_walk = mono_sniper_3_walk path_look = mono_sniper_3_look no_retreat = true def_state_moving = sneak_run def_state_campering = hide_na def_state_campering_fire = hide_fire out_restr = pas_b400_sr_hall_2 radius = 10 wounded = wounded@no_wound [logic@pas_b400_hall_sniper_4] active = camper@sniper_4 suitable = {=target_squad_name(pas_b400_hall_monolith_sniper_4)} prior = 200 [camper@sniper_4] path_walk = mono_sniper_4_walk path_look = mono_sniper_4_look no_retreat = true def_state_moving = sneak_run def_state_campering = hide_na def_state_campering_fire = hide_fire out_restr = pas_b400_sr_hall_9 on_signal = path_end | remark@sniper_4_wait combat_ignore_cond = true wounded = wounded@no_wound [remark@sniper_4_wait] target = path | pas_b400_hall_mono_sniper_4_look,0 anim = hide_na on_info = {=actor_in_zone(pas_b400_sr_hall_1)} remark@sniper_4 on_info2 = {=actor_in_zone(pas_b400_sr_hall_3)} remark@sniper_4 on_info3 = {=actor_in_zone(pas_b400_sr_hall_7)} remark@sniper_4 on_info4 = {=actor_in_zone(pas_b400_sr_hall_9)} remark@sniper_4 out_restr = pas_b400_sr_hall_9 combat_ignore_cond = true wounded = wounded@no_wound [remark@sniper_4] target = story | actor anim = hide_fire on_signal = anim_end | camper@sniper_4_battle on_game_timer = 30 | camper@sniper_4_battle out_restr = pas_b400_sr_hall_9 wounded = wounded@no_wound [camper@sniper_4_battle] path_walk = mono_sniper_4_walk path_look = mono_sniper_4_look no_retreat = true def_state_moving = sneak_run def_state_campering = hide_na def_state_campering_fire = hide_fire out_restr = pas_b400_sr_hall_9 radius = 10 wounded = wounded@no_wound [logic@pas_b400_hall_monolith_10] active = walker@monolith_10_wait suitable = {=target_squad_name(pas_b400_hall_monolith_after_fwd_squad)} prior = 200 [walker@monolith_10_wait] path_walk = monolith_after_fwd_squad_spawn def_state_standing = hide_na def_state_moving = assault on_info = {+pas_b400_hall_door_opened} walker@monolith_10 wounded = wounded@no_wound [walker@monolith_10] path_walk = monolith_10_walk path_look = monolith_10_look def_state_standing = hide_na def_state_moving = assault wounded = wounded@no_wound [logic@pas_b400_hall_monolith_11] active = walker@monolith_11_wait suitable = {=target_squad_name(pas_b400_hall_monolith_after_fwd_squad)} prior = 200 [walker@monolith_11_wait] path_walk = monolith_after_fwd_squad_spawn def_state_standing = hide_na def_state_moving = assault on_info = {+pas_b400_hall_door_opened} walker@monolith_11 wounded = wounded@no_wound [walker@monolith_11] path_walk = monolith_11_walk path_look = monolith_11_look def_state_standing = hide_na def_state_moving = assault wounded = wounded@no_wound [logic@pas_b400_hall_monolith_12] active = walker@monolith_12 suitable = {=target_squad_name(pas_b400_hall_monolith_after_bwd_squad)} prior = 200 [walker@monolith_12] path_walk = monolith_12_walk path_look = monolith_12_look def_state_standing = hide_na def_state_moving = assault wounded = wounded@no_wound [logic@pas_b400_hall_monolith_13] active = walker@monolith_13 suitable = {=target_squad_name(pas_b400_hall_monolith_after_bwd_squad)} prior = 200 [walker@monolith_13] path_walk = monolith_13_walk path_look = monolith_13_look def_state_standing = hide_na def_state_moving = assault wounded = wounded@no_wound