52 lines
1.7 KiB
TeX
52 lines
1.7 KiB
TeX
[animpoint@jup_a9_actor_gen]
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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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reach_movement = patrol
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[walker@jup_a9_gen]
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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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[logic]
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active = walker@jup_a9_teleport
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[walker@jup_a9_teleport]:walker@jup_a9_gen
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path_walk = jup_a9_temp_actor_walk
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path_look = jup_a9_temp_actor_look
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out_restr = jup_a9_in_rest_for_temp_actor
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def_state_standing = wait_na
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on_info = {=actor_in_zone(jup_a9_cam_1)} animpoint@jup_a9_cam_1 %=teleport_npc(jup_a9_cam_1_actor_walk)%, {=actor_in_zone(jup_a9_cam_2)} animpoint@jup_a9_cam_2 %=teleport_npc(jup_a9_cam_2_actor_walk)%, {=actor_in_zone(jup_a9_cam_3)} animpoint@jup_a9_cam_3 %=teleport_npc(jup_a9_cam_3_actor_walk)%
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[animpoint@jup_a9_cam_1]:animpoint@jup_a9_actor_gen
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avail_animations = jup_a9_cam1_actor
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cover_name = jup_a9_cam_1_animpoint
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on_info = {+jup_a9_cam1_actor_anim_end} walker@jup_a9_cam_1
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[walker@jup_a9_cam_1]:walker@jup_a9_gen
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path_walk = jup_a9_cam_1_actor_walk2
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path_look = jup_a9_cam_1_actor_look2
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def_state_moving = patrol
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def_state_standing = guard
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[animpoint@jup_a9_cam_2]:animpoint@jup_a9_actor_gen
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avail_animations = jup_a9_cam2_actor
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cover_name = jup_a9_cam_2_animpoint
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out_restr = jup_factory_default_in_restrictor
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[animpoint@jup_a9_cam_3]:animpoint@jup_a9_actor_gen
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avail_animations = jup_a9_cam3_actor
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cover_name = jup_a9_cam_3_animpoint
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out_restr = jup_factory_default_in_restrictor
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