e4s-sdk/gamedata/configs/scripts/pripyat/pri_b36_monolith_marines_2.ltx
2026-06-17 23:06:51 +03:00

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[logic@marine_2]
active = walker@start
suitable = {=check_npc_name(monolith)}
prior = 100
[walker@start]
path_walk = walker_2_walk
path_look = walker_2_look
def_state_standing = wait
on_info = {+pri_b36_ahtung} walker@walk ;camper@walk
on_info2 = {=health_le(0.5) !actor_enemy} %=restore_health%
on_sound = actor|WPN_shoot|10000|0.2| {=dist_to_actor_le(70)} walker@walk %+pri_b36_ahtung%
on_sound2 = actor|MST_step|35|0.2| walker@walk %+zat_b5_meat%
on_sound3 = actor|WPN_empty|30|0.1| walker@walk %+pri_b36_ahtung%
on_sound4 = actor|WPN_reload|20|0.2| walker@walk %+pri_b36_ahtung%
on_sound5 = actor|MST_damage|30|0.1| walker@walk %+pri_b36_ahtung%
on_sound6 = actor|WPN_hit|30|0.1| walker@walk %+pri_b36_ahtung%
;gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
out_restr = pri_b36_zombied_restrictor
combat_ignore_cond = {=check_enemy_name(sim_default)} true
[walker@walk]
path_walk = marine_2_2_walk
path_look = marine_2_2_look
out_restr = pri_b36_sr_half_out_restr
on_info = {=health_le(0.5) !actor_enemy} %=restore_health%
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = {=check_enemy_name(sim_default)} true
[camper@walk]
path_walk = marine_2_2_walk
path_look = marine_2_2_look
out_restr = pri_b36_sr_half_out_restr
;radius = 30
def_state_moving = raid
def_state_moving_fire = raid_fire
def_state_campering = threat_na
def_state_campering_fire = hide_fire
attack_sound = false
on_info = {=health_le(0.5) !actor_enemy} %=restore_health%
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = {=check_enemy_name(sim_default)} true