430 lines
No EOL
12 KiB
TeX
430 lines
No EOL
12 KiB
TeX
;4 floor group 1
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[logic@pri_b306_monolith_5_1]
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active = walker@pri_b306_monolith_5_1
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suitable = {=target_squad_name(pri_b306_4_floor_monolith)}
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prior = 200
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[walker@pri_b306_monolith_5_1]
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path_walk = monolith_5_1_walk
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path_look = monolith_5_1_look
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no_retreat = true
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def_state_standing = hide_na
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;out_restr = pri_b306_sr_4_floor
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;in_restr = pri_b306_sr_in
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on_info = {=see_actor} walker@pri_b306_monolith_5_1_norestr
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combat_ignore_cond = {!actor_in_zone(pri_b306_sr_4_floor)} true
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[walker@pri_b306_monolith_5_1_norestr]
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path_walk = monolith_5_1_walk
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[logic@pri_b306_monolith_5_2]
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active = walker@pri_b306_monolith_5_2
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suitable = {=target_squad_name(pri_b306_4_floor_monolith)}
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prior = 200
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[walker@pri_b306_monolith_5_2]
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path_walk = monolith_5_2_walk
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path_look = monolith_5_2_look
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no_retreat = true
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def_state_standing = hide_na
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;out_restr = pri_b306_sr_4_floor
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;in_restr = pri_b306_sr_in
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on_info = {=see_actor} walker@pri_b306_monolith_5_2_norestr
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combat_ignore_cond = {!actor_in_zone(pri_b306_sr_4_floor)} true
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[walker@pri_b306_monolith_5_2_norestr]
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path_walk = monolith_5_2_walk
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;4 floor group 2
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[logic@pri_b306_monolith_5_3]
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active = walker@pri_b306_monolith_5_3
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suitable = {=target_squad_name(pri_b306_4_floor_monolith_2)}
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prior = 200
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[walker@pri_b306_monolith_5_3]
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path_walk = monolith_5_3_walk
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path_look = monolith_5_3_look
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no_retreat = true
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def_state_standing = hide_na
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out_restr = pri_b306_sr_4_floor_2
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;in_restr = pri_b306_sr_in
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on_info = {=actor_in_zone(pri_b306_sr_4_floor)} walker@pri_b306_monolith_5_3_norestr
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on_info2 = {=see_actor} walker@pri_b306_monolith_5_3_norestr
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combat_ignore_cond = {!actor_in_zone(pri_b306_sr_4_floor_2)} true
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[walker@pri_b306_monolith_5_3_norestr]
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path_walk = monolith_5_3_walk
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[logic@pri_b306_monolith_5_4]
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active = walker@pri_b306_monolith_5_4
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suitable = {=target_squad_name(pri_b306_4_floor_monolith_2)}
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prior = 200
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[walker@pri_b306_monolith_5_4]
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path_walk = monolith_5_4_walk
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path_look = monolith_5_4_look
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no_retreat = true
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def_state_standing = hide_na
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out_restr = pri_b306_sr_4_floor_2
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;in_restr = pri_b306_sr_in
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on_info = {=actor_in_zone(pri_b306_sr_4_floor)} walker@pri_b306_monolith_5_4_norestr
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on_info2 = {=see_actor} walker@pri_b306_monolith_5_4_norestr
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combat_ignore_cond = {!actor_in_zone(pri_b306_sr_4_floor_2)} true
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[walker@pri_b306_monolith_5_4_norestr]
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path_walk = monolith_5_4_walk
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;3rd floor monolith squad
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[logic@pri_b306_monolith_4_1]
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active = walker@pri_b306_monolith_4_1
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suitable = {=target_squad_name(pri_b306_3_floor_monolith)}
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prior = 200
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[walker@pri_b306_monolith_4_1]
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path_walk = monolith_4_1_walk
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path_look = monolith_4_1_look
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no_retreat = true
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def_state_standing = hide_na
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out_restr = pri_b306_sr_3_floor
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;in_restr = pri_b306_sr_in
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on_info = {=actor_in_zone(pri_b306_sr_4_floor_2)} walker@pri_b306_monolith_4_1_norestr
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on_info2 = {=see_actor} walker@pri_b306_monolith_4_1_norestr
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combat_ignore_cond = {!actor_in_zone(pri_b306_sr_3_floor)} true
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[walker@pri_b306_monolith_4_1_norestr]
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path_walk = monolith_4_1_walk
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[logic@pri_b306_monolith_4_2]
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active = walker@pri_b306_monolith_4_2
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suitable = {=target_squad_name(pri_b306_3_floor_monolith)}
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prior = 200
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[walker@pri_b306_monolith_4_2]
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path_walk = monolith_4_2_walk
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path_look = monolith_4_2_look
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no_retreat = true
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def_state_standing = hide_na
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out_restr = pri_b306_sr_3_floor
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;in_restr = pri_b306_sr_in
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on_info = {=actor_in_zone(pri_b306_sr_4_floor_2)} walker@pri_b306_monolith_4_2_norestr
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on_info2 = {=see_actor} walker@pri_b306_monolith_4_2_norestr
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combat_ignore_cond = {!actor_in_zone(pri_b306_sr_3_floor)} true
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[walker@pri_b306_monolith_4_2_norestr]
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path_walk = monolith_4_2_walk
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[logic@pri_b306_monolith_4_3]
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active = walker@pri_b306_monolith_4_3
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suitable = {=target_squad_name(pri_b306_3_floor_monolith)}
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prior = 200
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[walker@pri_b306_monolith_4_3]
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path_walk = monolith_4_3_walk
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path_look = monolith_4_1_look
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no_retreat = true
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def_state_standing = hide_na
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out_restr = pri_b306_sr_3_floor
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;in_restr = pri_b306_sr_in
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on_info = {=actor_in_zone(pri_b306_sr_4_floor_2)} walker@pri_b306_monolith_4_3_norestr
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on_info2 = {=see_actor} walker@pri_b306_monolith_4_3_norestr
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combat_ignore_cond = {!actor_in_zone(pri_b306_sr_3_floor)} true
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[walker@pri_b306_monolith_4_3_norestr]
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path_walk = monolith_4_3_walk
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[logic@pri_b306_monolith_4_4]
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active = walker@pri_b306_monolith_4_4
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suitable = {=target_squad_name(pri_b306_3_floor_monolith)}
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prior = 200
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[walker@pri_b306_monolith_4_4]
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path_walk = monolith_4_4_walk
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path_look = monolith_4_1_look
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no_retreat = true
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def_state_standing = hide_na
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out_restr = pri_b306_sr_3_floor
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;in_restr = pri_b306_sr_in
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on_info = {=actor_in_zone(pri_b306_sr_4_floor_2)} walker@pri_b306_monolith_4_4_norestr
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on_info2 = {=see_actor} walker@pri_b306_monolith_4_4_norestr
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combat_ignore_cond = {!actor_in_zone(pri_b306_sr_3_floor)} true
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[walker@pri_b306_monolith_4_4_norestr]
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path_walk = monolith_4_4_walk
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;3 floor wc zombied
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[logic@pri_b306_zombied_4_1]
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active = walker@pri_b306_zombied_4_1
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suitable = {=target_squad_name(pri_b306_3_floor_zombied)}
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prior = 200
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[walker@pri_b306_zombied_4_1]
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path_walk = zombied_4_1_walk
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;danger = danger@short_danger
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out_restr = pri_b306_sr_wc_zombie
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;2nd floor monolith squad
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[logic@pri_b306_monolith_3_1]
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active = walker@pri_b306_monolith_3_1
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suitable = {=target_squad_name(pri_b306_2_floor_monolith)}
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prior = 200
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[walker@pri_b306_monolith_3_1]
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path_walk = monolith_3_1_walk
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path_look = monolith_3_1_look
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no_retreat = true
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def_state_standing = hide_na
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;out_restr = pri_b306_sr_2_floor
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;in_restr = pri_b306_sr_in
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on_info = {=actor_in_zone(pri_b306_sr_3_floor)} walker@pri_b306_monolith_3_1_norestr
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on_info2 = {=see_actor} walker@pri_b306_monolith_3_1_norestr
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combat_ignore_cond = {!actor_in_zone(pri_b306_sr_2_floor)} true
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[walker@pri_b306_monolith_3_1_norestr]
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path_walk = monolith_3_1_walk
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[logic@pri_b306_monolith_3_2]
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active = walker@pri_b306_monolith_3_2
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suitable = {=target_squad_name(pri_b306_2_floor_monolith)}
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prior = 200
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[walker@pri_b306_monolith_3_2]
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path_walk = monolith_3_2_walk
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path_look = monolith_3_1_look
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no_retreat = true
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def_state_standing = hide_na
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;out_restr = pri_b306_sr_2_floor
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;in_restr = pri_b306_sr_in
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on_info = {=actor_in_zone(pri_b306_sr_3_floor)} walker@pri_b306_monolith_3_2_norestr
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on_info2 = {=see_actor} walker@pri_b306_monolith_3_2_norestr
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combat_ignore_cond = {!actor_in_zone(pri_b306_sr_2_floor)} true
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[walker@pri_b306_monolith_3_2_norestr]
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path_walk = monolith_3_2_walk
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[logic@pri_b306_monolith_3_3]
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active = walker@pri_b306_monolith_3_3
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suitable = {=target_squad_name(pri_b306_2_floor_monolith)}
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prior = 200
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[walker@pri_b306_monolith_3_3]
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path_walk = monolith_3_3_walk
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path_look = monolith_3_3_look
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no_retreat = true
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def_state_standing = hide_na
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;out_restr = pri_b306_sr_2_floor
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;in_restr = pri_b306_sr_in
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on_info = {=actor_in_zone(pri_b306_sr_3_floor)} walker@pri_b306_monolith_3_3_norestr
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on_info2 = {=see_actor} walker@pri_b306_monolith_3_3_norestr
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combat_ignore_cond = {!actor_in_zone(pri_b306_sr_2_floor)} true
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[walker@pri_b306_monolith_3_3_norestr]
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path_walk = monolith_3_3_walk
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[logic@pri_b306_monolith_3_4]
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active = walker@pri_b306_monolith_3_4
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suitable = {=target_squad_name(pri_b306_2_floor_monolith)}
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prior = 200
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[walker@pri_b306_monolith_3_4]
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path_walk = monolith_3_4_walk
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path_look = monolith_3_4_look
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no_retreat = true
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def_state_standing = hide_na
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;out_restr = pri_b306_sr_2_floor
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;in_restr = pri_b306_sr_in
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on_info = {=actor_in_zone(pri_b306_sr_3_floor)} walker@pri_b306_monolith_3_4_norestr
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on_info2 = {=see_actor} walker@pri_b306_monolith_3_4_norestr
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combat_ignore_cond = {!actor_in_zone(pri_b306_sr_2_floor)} true
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[walker@pri_b306_monolith_3_4_norestr]
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path_walk = monolith_3_4_walk
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;2nd floor zombies
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[logic@pri_b306_zombied_3_1]
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active = walker@pri_b306_zombied_3_1
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suitable = {=target_squad_name(pri_b306_2_floor_zombied)}
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prior = 200
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[walker@pri_b306_zombied_3_1]
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path_walk = zombied_3_1_walk
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path_look = zombied_3_1_look
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;danger = danger@short_danger
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;out_restr = pri_b306_sr_2_floor_2
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on_info = {=actor_in_zone(pri_b306_sr_2_floor)} walker@pri_b306_zombied_3_1_norestr
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[walker@pri_b306_zombied_3_1_norestr]
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path_walk = zombied_3_1_walk
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[logic@pri_b306_zombied_3_2]
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active = walker@pri_b306_zombied_3_2
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suitable = {=target_squad_name(pri_b306_2_floor_zombied)}
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prior = 200
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[walker@pri_b306_zombied_3_2]
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path_walk = zombied_3_2_walk
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path_look = zombied_3_2_look
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;danger = danger@short_danger
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;out_restr = pri_b306_sr_2_floor_2
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on_info = {=actor_in_zone(pri_b306_sr_2_floor)} walker@pri_b306_zombied_3_2_norestr
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[walker@pri_b306_zombied_3_2_norestr]
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path_walk = zombied_3_2_walk
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[logic@pri_b306_zombied_3_3]
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active = walker@pri_b306_zombied_3_3
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suitable = {=target_squad_name(pri_b306_2_floor_zombied)}
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prior = 200
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[walker@pri_b306_zombied_3_3]
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path_walk = zombied_3_3_walk
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path_look = zombied_3_3_look
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;danger = danger@short_danger
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;out_restr = pri_b306_sr_2_floor_2
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on_info = {=actor_in_zone(pri_b306_sr_2_floor)} walker@pri_b306_zombied_3_3_norestr
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[walker@pri_b306_zombied_3_3_norestr]
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path_walk = zombied_3_3_walk
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[logic@pri_b306_zombied_3_4]
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active = walker@pri_b306_zombied_3_4
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suitable = {=target_squad_name(pri_b306_2_floor_zombied)}
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prior = 200
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[walker@pri_b306_zombied_3_4]
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path_walk = zombied_3_4_walk
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path_look = zombied_3_4_look
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;danger = danger@short_danger
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;out_restr = pri_b306_sr_2_floor_2
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on_info = {=actor_in_zone(pri_b306_sr_2_floor)} walker@pri_b306_zombied_3_4_norestr
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[walker@pri_b306_zombied_3_4_norestr]
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path_walk = zombied_3_4_walk
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[logic@pri_b306_zombied_3_5]
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active = walker@pri_b306_zombied_3_5
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suitable = {=target_squad_name(pri_b306_2_floor_zombied)}
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prior = 200
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[walker@pri_b306_zombied_3_5]
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path_walk = zombied_3_5_walk
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path_look = zombied_3_5_look
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;danger = danger@short_danger
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;out_restr = pri_b306_sr_2_floor_2
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on_info = {=actor_in_zone(pri_b306_sr_2_floor)} walker@pri_b306_zombied_3_5_norestr
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[walker@pri_b306_zombied_3_5_norestr]
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path_walk = zombied_3_5_walk
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;;zombied 1st floor
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[logic@pri_b306_zombied_2_1]
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active = walker@pri_b306_zombied_2_1
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suitable = {=target_squad_name(pri_b306_1_floor_zombied)}
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prior = 200
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[walker@pri_b306_zombied_2_1]
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path_walk = zombied_2_1_walk
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path_look = zombied_2_1_look
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;danger = danger@short_danger
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[logic@pri_b306_zombied_2_2]
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active = walker@pri_b306_zombied_2_2
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suitable = {=target_squad_name(pri_b306_1_floor_zombied)}
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prior = 200
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[walker@pri_b306_zombied_2_2]
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path_walk = zombied_2_2_walk
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path_look = zombied_2_1_look
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;danger = danger@short_danger
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[logic@pri_b306_zombied_2_3]
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active = walker@pri_b306_zombied_2_3
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suitable = {=target_squad_name(pri_b306_1_floor_zombied)}
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prior = 200
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[walker@pri_b306_zombied_2_3]
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path_walk = zombied_2_3_walk
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path_look = zombied_2_3_look
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;danger = danger@short_danger
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[logic@pri_b306_zombied_2_4]
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active = walker@pri_b306_zombied_2_4
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suitable = {=target_squad_name(pri_b306_1_floor_zombied)}
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prior = 200
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[walker@pri_b306_zombied_2_4]
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path_walk = zombied_2_4_walk
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path_look = zombied_2_3_look
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;danger = danger@short_danger
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[logic@pri_b306_zombied_2_5]
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active = walker@pri_b306_zombied_2_5
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suitable = {=target_squad_name(pri_b306_1_floor_zombied_2)}
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prior = 200
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[walker@pri_b306_zombied_2_5]
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path_walk = zombied_2_5_walk
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path_look = zombied_2_5_look
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;danger = danger@short_danger
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[logic@pri_b306_zombied_2_6]
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active = walker@pri_b306_zombied_2_6
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suitable = {=target_squad_name(pri_b306_1_floor_zombied_2)}
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prior = 200
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[walker@pri_b306_zombied_2_6]
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path_walk = zombied_2_6_walk
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path_look = zombied_2_6_look
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;danger = danger@short_danger
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[logic@pri_b306_zombied_2_7]
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active = walker@pri_b306_zombied_2_7
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suitable = {=target_squad_name(pri_b306_1_floor_zombied_2)}
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prior = 200
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[walker@pri_b306_zombied_2_7]
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path_walk = zombied_2_7_walk
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path_look = zombied_2_7_look
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;danger = danger@short_danger
|
|
|
|
|
|
[logic@pri_b306_zombied_2_8]
|
|
active = walker@pri_b306_zombied_2_8
|
|
suitable = {=target_squad_name(pri_b306_1_floor_zombied_2)}
|
|
prior = 200
|
|
|
|
[walker@pri_b306_zombied_2_8]
|
|
path_walk = zombied_2_8_walk
|
|
path_look = zombied_2_8_look
|
|
;danger = danger@short_danger
|
|
|
|
|
|
;[danger@short_danger]
|
|
;ignore_distance = 15
|
|
;danger_inertion_time_grenade = 10000
|
|
;danger_inertion_time_hit = 5000
|
|
;danger_inertion_time_sound = 3000
|
|
;danger_inertion_time_ricochet = 0 |