94 lines
2.6 KiB
TeX
94 lines
2.6 KiB
TeX
[logic@jup_b1_zombie_1]
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active = walker@stay
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suitable = {=check_npc_name(jup_b1_zombie_1)} true
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prior = 70
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on_death = death
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[walker@stay]
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path_walk = zombie_spawn
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path_look = st_4_look_2
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on_info = {=dist_to_actor_le(12)} walker@angry %+jup_b1_zomb_be_fucked%, {+jup_b1_st_1_at_pos +jup_b1_st_2_at_pos} walker@go, {+jup_b1_zomb_2_is_dead} walker@angry, {+jup_b1_zomb_3_is_dead} walker@angry
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combat_ignore_cond = true
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show_spot = false
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wounded = wounded
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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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[walker@go]
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path_walk = zombie_go
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on_info = {=npc_in_zone(jup_b1_zombie_kill_zone)} %+jup_b1_kill_zombie_sound%
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combat_ignore_cond = true
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wounded = wounded
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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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[walker@angry]
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path_walk = zombie_go
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on_info = {=npc_in_zone(jup_b1_zombie_kill_zone)} %+jup_b1_kill_zombie_sound%
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wounded = wounded
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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] ;Íå äîëæåí áûòü ðàíåíûì
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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_fight = 0|false
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hp_cover = 0|false
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[death]
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on_info = %+jup_b1_zomb_is_dead%
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;----------------------------------------
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[logic@jup_b1_zombie_2]
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active = walker@stay_2
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suitable = {=check_npc_name(jup_b1_zombie_2)} true
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prior = 70
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on_death = death@1
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[walker@stay_2]
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path_walk = zombie_stay_1
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on_info = {=dist_to_actor_le(12)} walker@angry_2, {+jup_b1_zomb_is_dead} walker@angry_2, {+jup_b1_zomb_3_is_dead} walker@angry_2
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combat_ignore_cond = true
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show_spot = false
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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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[walker@angry_2]
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path_walk = zombie_walk_2
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in_restr = jup_b1_anomal_place
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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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[death@1]
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on_info = %+jup_b1_zomb_2_is_dead%
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;---------------------------------------
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[logic@jup_b1_zombie_3]
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active = walker@stay_3
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suitable = {=check_npc_name(jup_b1_zombie_3)} true
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prior = 70
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on_death = death@2
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[walker@stay_3]
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path_walk = zombie_stay_2
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on_info = {=dist_to_actor_le(12)} walker@angry_3, {+jup_b1_zomb_is_dead} walker@angry_3, {+jup_b1_zomb_2_is_dead} walker@angry_3
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combat_ignore_cond = true
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show_spot = false
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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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[walker@angry_3]
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path_walk = zombie_walk_3
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in_restr = jup_b1_anomal_place
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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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[death@2]
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on_info = %+jup_b1_zomb_3_is_dead%
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