e4s-sdk/gamedata/configs/scripts/zaton/zat_b103_lost_mercs.ltx
2026-06-17 23:06:51 +03:00

171 lines
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;************************************< îáùèå ñåêöèè >******************************
[hit]
on_info = {=actor_enemy -zat_b103_merc_fight} %+zat_b103_merc_fight%
[meet@snd_1]
use = false
snd_on_use = {-zat_b103_merc_fight} zat_b103_merc_talk_to_commander_1, nil
trade_enable = false
[meet@snd_2]
use = false
snd_on_use = {-zat_b103_merc_fight} zat_b103_merc_talk_to_commander_2, nil
trade_enable = false
[remark@nil]
;************************************< lost_merc #1 >******************************
[logic@lost_merc_1]
suitable = {=check_npc_name(zat_b103_lost_merc_1) !surge_started}
active = walker@1
prior = 200
on_hit = hit
[walker@1]
path_walk = lost_merc_1_walk
path_look = lost_merc_1_look
def_state_moving1 = sprint
on_actor_in_zone = zat_b103_sr_def_restr | {=actor_has_weapon -zat_b103_force_maj_after} remark@1
meet = meet@snd_1
on_info = {+zat_b103_force_maj -zat_b103_merc_fight} remark@fm_1
[remark@fm_1]
on_actor_not_in_zone = zat_b103_sr_def_restr | walker@1
[remark@1]
target = story | actor
anim = threat_na
on_info = {+zat_b103_force_maj -zat_b103_merc_fight} remark@fm_1
on_info2 = {!actor_has_weapon} walker@1
on_actor_not_in_zone = zat_b103_sr_def_restr | walker@1
meet = no_meet
;************************************< lost_merc #2 >******************************
[logic@lost_merc_2]
suitable = {=check_npc_name(zat_b103_lost_merc_2) !surge_started}
active = walker@2
prior = 200
on_hit = hit
[walker@2]
path_walk = lost_merc_2_walk
path_look = lost_merc_2_look
def_state_moving1 = sprint
on_actor_in_zone = zat_b103_sr_def_restr | {=actor_has_weapon -zat_b103_force_maj_after} remark@2
meet = meet@snd_2
on_info = {+zat_b103_force_maj -zat_b103_merc_fight} remark@fm_2
[remark@fm_2]
on_actor_not_in_zone = zat_b103_sr_def_restr | walker@2
[remark@2]
target = story | actor
anim = threat_na
on_info = {+zat_b103_force_maj -zat_b103_merc_fight} remark@fm_2
on_info2 = {!actor_has_weapon} walker@2
on_actor_not_in_zone = zat_b103_sr_def_restr | walker@2
meet = no_meet
;************************************< lost_merc #3 >******************************
[logic@lost_merc_3]
suitable = {=target_squad_name(zat_b103_lost_merc_squad1) !check_npc_name(zat_b103_lost_merc_1) !surge_started}
active = animpoint@3
prior = 200
on_hit = hit
[animpoint@3]
cover_name = zat_b103_merc_smart_animpoint_1
reach_distance = 1
on_actor_in_zone = zat_b103_sr_def_restr | {=actor_has_weapon -zat_b103_force_maj_after} remark@3
meet = meet@snd_1
on_info = {+zat_b103_force_maj -zat_b103_merc_fight} remark@fm_3
on_info2 = {=actor_enemy} remark@nil
[remark@fm_3]
on_actor_not_in_zone = zat_b103_sr_def_restr | animpoint@3
[remark@3]
target = story | actor
anim = threat_na
on_info = {!actor_has_weapon} animpoint@3
on_info2 = {+zat_b103_force_maj -zat_b103_merc_fight} remark@fm_3
on_actor_not_in_zone = zat_b103_sr_def_restr | animpoint@3
meet = no_meet
;************************************< lost_merc #4 >******************************
[logic@lost_merc_4]
suitable = {=target_squad_name(zat_b103_lost_merc_squad1) !check_npc_name(zat_b103_lost_merc_1) !surge_started}
active = animpoint@4
prior = 200
on_hit = hit
[animpoint@4]
cover_name = zat_b103_merc_smart_animpoint_2
reach_distance = 1
on_actor_in_zone = zat_b103_sr_def_restr | {=actor_has_weapon -zat_b103_force_maj_after} remark@4
meet = meet@snd_2
on_info = {+zat_b103_force_maj -zat_b103_merc_fight} remark@fm_4
on_info2 = {=actor_enemy} remark@nil
[remark@fm_4]
on_actor_not_in_zone = zat_b103_sr_def_restr | animpoint@4
[remark@4]
target = story | actor
anim = threat_na
on_info = {!actor_has_weapon} animpoint@4
on_info2 = {+zat_b103_force_maj -zat_b103_merc_fight} remark@fm_4
on_actor_not_in_zone = zat_b103_sr_def_restr | animpoint@4
meet = no_meet
;************************************< lost_merc #5 >******************************
[logic@lost_merc_5]
suitable = {=target_squad_name(zat_b103_lost_merc_squad1) !check_npc_name(zat_b103_lost_merc_1) !surge_started}
active = animpoint@5
prior = 200
on_hit = hit
[animpoint@5]
cover_name = zat_b103_merc_smart_animpoint_3
reach_distance = 1
on_actor_in_zone = zat_b103_sr_def_restr | {=actor_has_weapon -zat_b103_force_maj_after} remark@5
meet = meet@snd_1
on_info = {+zat_b103_force_maj -zat_b103_merc_fight} remark@fm_5
on_info2 = {=actor_enemy} remark@nil
[remark@fm_5]
on_actor_not_in_zone = zat_b103_sr_def_restr | animpoint@5
[remark@5]
target = story | actor
anim = threat_na
on_info = {!actor_has_weapon} animpoint@5
on_info2 = {+zat_b103_force_maj -zat_b103_merc_fight} remark@fm_5
on_actor_not_in_zone = zat_b103_sr_def_restr | animpoint@5
meet = no_meet
;*********************************************< lost_merc #6 >**************************************
[logic@lost_merc_6]
suitable = {=check_npc_name(zat_b103_lost_merc_6) !surge_started}
active = walker@6
prior = 100
[walker@6]
path_walk = lost_merc_6_walk
path_look = lost_merc_6_look
on_info = {+zat_b103_merc_fight -zat_b103_angry_6} %=hit_npc_from_actor =set_squad_goodwill(zat_b103_lost_merc_squad1:enemy) +zat_b103_angry_6%
on_info2 = {+zat_b103_force_maj -zat_b103_merc_fight} remark@fm_6
[remark@fm_6]
on_actor_not_in_zone = zat_b103_sr_def_restr | walker@6
;*********************************************< lost_merc #7 >**************************************
[logic@lost_merc_7]
suitable = {=check_npc_name(zat_b103_lost_merc_7) !surge_started}
active = walker@7
prior = 100
[walker@7]
path_walk = lost_merc_7_walk
path_look = lost_merc_7_look
on_info = {+zat_b103_merc_fight -zat_b103_angry_7} %=hit_npc_from_actor =set_squad_goodwill(zat_b103_lost_merc_squad1:enemy) +zat_b103_angry_7%