45 lines
1.5 KiB
TeX
45 lines
1.5 KiB
TeX
[walker@ignore]
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wounded = wounded@no_wound
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def_state_standing = threat_na
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def_state_moving = assault
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meet = no_meet
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use_camp = false
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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invulnerable = true
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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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;Wounded - no wounds
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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]
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active = smartcover@evac_comm
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[smartcover@evac_comm]:walker@ignore
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cover_name = pri_a28_heli_cover_33
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combat_ignore_cond = true
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meet = no_meet
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on_game_timer = 60 | {+pri_a28_scene_end -pri_a28_commander_on_position} smartcover@evac_comm_snd %+pri_a28_commander_on_position%
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[smartcover@evac_comm_snd]:smartcover@evac_comm
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on_game_timer = 70 | %=play_sound(pri_a28_evac_com_ready)%
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on_signal = sound_end | %+pri_a28_evac_com_ready%
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on_info = {+pri_a28_final_actor_speech_done +pri_a28_strelok_dead} walker@evac_comm_run %=play_sound(pri_a28_evac_com_scene_end_when_strelok_dead)%
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on_info2 = {+pri_a28_final_actor_speech_done -pri_a28_strelok_dead} walker@evac_comm_run
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[walker@evac_comm_run]:walker@ignore
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path_walk = pri_a28_cutscene_commander_away
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def_state_moving = sneak_run
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combat_ignore_cond = true
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meet = no_meet
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on_game_timer = 20 | {-pri_a28_team_heli_run} %+pri_a28_team_heli_run%
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on_info = {+pri_a28_show_freeplay_dialog} %=destroy_object%
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