227 lines
7.8 KiB
TeX
227 lines
7.8 KiB
TeX
[logic@zat_b7_stalker_victim_sleeper_1]
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active = sleeper@sleeper_1
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prior = 30
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suitable = {=target_squad_name(zat_b7_stalkers_victims_1) -zat_b7_stalkers_victims_prepare} true, {+zat_b7_task_end} true
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[sleeper@sleeper_1]
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path_main = stalker_victim_sleeper_1
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meet = no_meet
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[logic@zat_b7_stalker_victim_sleeper_2]
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active = sleeper@sleeper_2
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prior = 30
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suitable = {=target_squad_name(zat_b7_stalkers_victims_1) -zat_b7_stalkers_victims_prepare} true, {+zat_b7_task_end} true
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[sleeper@sleeper_2]
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path_main = stalker_victim_sleeper_2
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meet = no_meet
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[logic@zat_b7_guard_walker]
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active = walker@zat_b7_guard_walker
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prior = 35
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suitable = {=target_squad_name(zat_b7_stalkers_victims_1) -zat_b7_stalkers_victims_prepare} true, {+zat_b7_task_end} true
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[walker@zat_b7_guard_walker]
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path_walk = guard_walker_walk
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path_look = guard_walker_look
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def_state_moving = walk
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meet = no_meet
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[logic@zat_b7_stalker_victim_1]
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active = walker@start_1
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prior = 200
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suitable = {=is_alive(zat_b7_stalker_victim_1) =check_npc_name(zat_b7_stalker_victim_1)} true, {!is_alive(zat_b7_stalker_victim_1) =target_squad_name(zat_b7_stalkers_victims_1) =is_squad_commander} true
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[walker@start_1]
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path_walk = stalker_victim_leader_walk
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path_look = stalker_victim_leader_look
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def_state_standing = sit
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meet = meet@start_1
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on_info = {+zat_b7_stalkers_raiders_attack +zat_b7_stalkers_victims_know_about_raid} camper@prepared_for_attack_1 %+zat_b7_stalkers_victims_prepare%
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on_info2 = {+zat_b7_actor_teleport +zat_b7_stalkers_victims_know_about_raid} camper@prepared_for_attack_1 %+zat_b7_stalkers_victims_prepare%
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[meet@start_1]
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meet_dialog = {+zat_b7_raider_plan} zat_b7_stalkers_victims_dialog
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close_snd_hello = {+zat_b7_actor_help_stalkers +zat_b7_actor_really_helped_stalkers -zat_b7_sound_play} zat_b7_stalker_after_ok %+zat_b7_sound_play%, {+zat_b7_actor_help_stalkers -zat_b7_actor_really_helped_stalkers -zat_b7_sound_play} zat_b7_stalker_after_bad %+zat_b7_sound_play%, {=actor_has_weapon} meet_hide_weapon, meet_hello
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close_snd_bye = nil
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close_distance = 5
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close_anim = nil
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close_victim = nil
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far_distance = 10
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trade_enable = false
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close_victim = actor
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use = {=is_wounded} false, {=actor_enemy} false, {=has_enemy} false, {+zat_b7_actor_robbed} false, true
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snd_on_use = nil
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[camper@prepared_for_attack_1]
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path_walk = stalker_victim_1_prepared_for_attack_walk
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path_look = stalker_victim_1_prepared_for_attack_look
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no_retreat = true
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meet = meet@start_1
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def_state_campering = hide
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def_state_moving = sprint
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def_state_moving_fire = sneak_fire
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radius = 0
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on_info = {+zat_b7_actor_help_stalkers} walker@end_1
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on_info2 = {=is_squad_enemy_to_actor(zat_b7_stalkers_raiders) -zat_b7_attack_started} camper@attack_1_leader %+zat_b7_attack_started =play_sound(zat_b7_stalkers_attack) =set_squads_enemies(zat_b7_stalkers_raiders:zat_b7_stalkers_victims_1)%
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on_info3 = {-zat_b7_attack_started =squad_in_zone(zat_b7_stalkers_raiders:zat_b7_sr_stalkers_victims_attack)} camper@attack_1_leader %+zat_b7_attack_started =play_sound(zat_b7_stalkers_attack) =set_squads_enemies(zat_b7_stalkers_raiders:zat_b7_stalkers_victims_1)%
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[camper@attack_1_leader]
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path_walk = stalker_victim_1_attack_walk
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path_look = stalker_victim_1_attack_look
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no_retreat = true
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on_info = {+zat_b7_actor_help_stalkers} walker@end_1
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on_info2 = {!squad_exist(zat_b7_stalkers_raiders)} walker@end_1
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meet = no_meet
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def_state_moving = sneak_run
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def_state_moving_fire = sneak_fire
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radius = 0
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[walker@end_1]
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path_walk = stalker_victim_leader_walk
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path_look = stalker_victim_leader_look
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def_state_standing = sit
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meet = meet@start_1
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corpse_detection_enabled = false
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wounded = wounded@no_wound
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[wounded@no_wound]
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hp_state = 0 | wounded_heavy@help_heavy
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hp_state_see = 0 | wounded_heavy@help_heavy
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hp_victim = 0 | nil
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hp_cover = 0 | false
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hp_fight = 0 | false
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[logic@zat_b7_stalker_victim_2]
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active = camper@prepared_for_attack_2
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prior = 100
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suitable = {=target_squad_name(zat_b7_stalkers_victims_1) +zat_b7_stalkers_victims_prepare -zat_b7_actor_help_stalkers} true
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[camper@prepared_for_attack_2]
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path_walk = stalker_victim_2_prepared_for_attack_walk
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path_look = stalker_victim_2_prepared_for_attack_look
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no_retreat = true
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on_info = {+zat_b7_attack_started} camper@attack_2
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def_state_campering = hide
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def_state_moving = sprint
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def_state_moving_fire = sneak_fire
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radius = 10
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[logic@zat_b7_stalker_victim_3]
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active = camper@prepared_for_attack_3
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prior = 100
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suitable = {=target_squad_name(zat_b7_stalkers_victims_1) +zat_b7_stalkers_victims_prepare -zat_b7_actor_help_stalkers} true
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[camper@prepared_for_attack_3]
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path_walk = stalker_victim_3_prepared_for_attack_walk
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path_look = stalker_victim_3_prepared_for_attack_look
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no_retreat = true
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on_info = {+zat_b7_attack_started} camper@attack_1
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def_state_campering = hide
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def_state_moving = sneak_run
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def_state_moving_fire = sneak_fire
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radius = 10
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[camper@attack_1]
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path_walk = stalker_victim_1_attack_walk
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path_look = stalker_victim_1_attack_look
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no_retreat = true
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meet = no_meet
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def_state_moving = sneak_run
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def_state_moving_fire = sneak_fire
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radius = 10
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on_signal = path_end | walker@attack_1_1
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;danger = danger@no_danger
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[walker@attack_1_1]
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path_walk = stalker_victim_2_attack_walk
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path_look = stalker_victim_2_attack_look
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meet = no_meet
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def_state_standing = hide_na
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[logic@zat_b7_stalker_victim_4]
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active = camper@prepared_for_attack_4
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prior = 100
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suitable = {=target_squad_name(zat_b7_stalkers_victims_1) +zat_b7_stalkers_victims_prepare -zat_b7_actor_help_stalkers} true
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[camper@prepared_for_attack_4]
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path_walk = stalker_victim_4_prepared_for_attack_walk
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path_look = stalker_victim_4_prepared_for_attack_look
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no_retreat = true
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on_info = {+zat_b7_attack_started} camper@attack_1
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def_state_campering = hide
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def_state_moving = sprint
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def_state_moving_fire = sneak_fire
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radius = 10
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[logic@zat_b7_stalker_victim_5]
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active = camper@prepared_for_attack_5
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prior = 100
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suitable = {=target_squad_name(zat_b7_stalkers_victims_1) +zat_b7_stalkers_victims_prepare -zat_b7_actor_help_stalkers} true
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[camper@prepared_for_attack_5]
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path_walk = stalker_victim_5_prepared_for_attack_walk
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path_look = stalker_victim_5_prepared_for_attack_look
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no_retreat = true
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on_info = {+zat_b7_attack_started} camper@attack_2
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def_state_campering = hide
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def_state_moving = sneak_run
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def_state_moving_fire = sneak_fire
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radius = 10
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[camper@attack_2]
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path_walk = stalker_victim_2_attack_walk
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path_look = stalker_victim_2_attack_look
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no_retreat = true
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meet = no_meet
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def_state_moving = sneak_run
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def_state_moving_fire = sneak_fire
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radius = 10
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on_signal = path_end | walker@attack_2_1
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;danger = danger@no_danger
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[walker@attack_2_1]
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path_walk = stalker_victim_1_attack_walk
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path_look = stalker_victim_1_attack_look
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meet = no_meet
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def_state_standing = hide_na
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[logic@zat_b7_stalker_victim_6]
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active = camper@prepared_for_attack_6
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prior = 100
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suitable = {=target_squad_name(zat_b7_stalkers_victims_1) +zat_b7_stalkers_victims_prepare -zat_b7_actor_help_stalkers} true
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[camper@prepared_for_attack_6]
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path_walk = stalker_victim_6_prepared_for_attack_walk
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path_look = stalker_victim_6_prepared_for_attack_look
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no_retreat = true
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on_info = {+zat_b7_attack_started} camper@attack_1
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def_state_campering = hide
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def_state_moving = sneak_run
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def_state_moving_fire = sneak_fire
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radius = 10
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[logic@zat_b7_stalker_victim_7]
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active = camper@prepared_for_attack_7
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prior = 100
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suitable = {=target_squad_name(zat_b7_stalkers_victims_1) +zat_b7_stalkers_victims_prepare -zat_b7_actor_help_stalkers} true
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[camper@prepared_for_attack_7]
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path_walk = stalker_victim_7_prepared_for_attack_walk
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path_look = stalker_victim_7_prepared_for_attack_look
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no_retreat = true
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on_info = {+zat_b7_attack_started} camper@attack_2
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def_state_campering = hide
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def_state_moving = sneak_run
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def_state_moving_fire = sneak_fire
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radius = 10
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