62 lines
2.1 KiB
TeX
62 lines
2.1 KiB
TeX
[logic@marine_sniper]
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active = walker@start
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suitable = {=check_npc_name(pri_b36_monolith_marine_sniper)}
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prior = 150
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on_death = death
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[walker@start]
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path_walk = walker_1_walk
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path_look = walker_1_look
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on_info = {+pri_b36_ahtung} camper@start
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def_state_standing = sit
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def_state_moving1 = assault
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def_state_moving2 = assault
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def_state_moving3 = assault
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on_info2 = {=health_le(0.5) !actor_enemy} %=restore_health%
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on_sound = actor|WPN_shoot|10000|0.2| {=dist_to_actor_le(70)} camper@start %+pri_b36_ahtung%
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on_sound2 = actor|MST_step|35|0.2| camper@start %+zat_b5_meat%
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on_sound3 = actor|WPN_empty|30|0.1| camper@start %+pri_b36_ahtung%
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on_sound4 = actor|WPN_reload|20|0.2| camper@start %+pri_b36_ahtung%
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on_sound5 = actor|MST_damage|30|0.1| camper@start %+pri_b36_ahtung%
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on_sound6 = actor|WPN_hit|30|0.1| camper@start %+pri_b36_ahtung%
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gather_items_enabled = false
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help_wounded_enabled = false
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corpse_detection_enabled = false
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out_restr = pri_b36_zombied_restrictor
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combat_ignore_cond = {=check_enemy_name(sim_default)} true
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[camper@start]
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path_walk = marine_sniper_2_walk
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path_look = marine_sniper_2_look
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def_state_standing = hide_na
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def_state_campering_fire = hide_fire
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on_actor_dist_le = 30 | camper@back
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gather_items_enabled = false
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help_wounded_enabled = false
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corpse_detection_enabled = false
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out_restr = pri_b36_zombied_restrictor
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combat_ignore_cond = {=check_enemy_name(sim_default)} true
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[camper@back]
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path_walk = marine_sniper_3_walk
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path_look = marine_sniper_3_look
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;radius = 15
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def_state_standing = hide_na
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def_state_campering_fire = hide_fire
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on_actor_dist_ge = 30 | camper@start
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on_actor_dist_le = 15 | walker@free
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gather_items_enabled = false
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help_wounded_enabled = false
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corpse_detection_enabled = false
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out_restr = pri_b36_zombied_restrictor
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combat_ignore_cond = {=check_enemy_name(sim_default)} true
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[walker@free]
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path_walk = marine_sniper_3_walk
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path_look = marine_sniper_3_look
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corpse_detection_enabled = false
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out_restr = pri_b36_zombied_restrictor
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combat_ignore_cond = {=check_enemy_name(sim_default)} true
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[death]
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on_info = %+pri_b36_marine_sniper_dead%
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