75 lines
No EOL
2.6 KiB
TeX
75 lines
No EOL
2.6 KiB
TeX
[logic@guard_1]
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active = walker@guard_1
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suitable = {=check_npc_name(monolith)} true
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prior = 100
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[walker@guard_1]
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path_walk = pri_b36_guard_1_1_walk
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path_look = pri_b36_guard_1_1_look
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on_info = {+pri_b36_ahtung} walker@fire_actor_1
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on_actor_dist_le = 50 | {=see_actor} walker@fire_actor_1 %+pri_b36_ahtung%
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on_sound = actor|WPN_shoot|10000|0.2| {=dist_to_actor_le(70)} walker@fire_actor_1 %+pri_b36_ahtung%
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on_sound2 = actor|MST_step|15|0.5| walker@fire_actor_1 %+pri_b36_ahtung%
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on_sound3 = actor|WPN_empty|15|0.3| walker@fire_actor_1 %+pri_b36_ahtung%
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on_sound4 = actor|WPN_reload|15|0.3| walker@fire_actor_1 %+pri_b36_ahtung%
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on_sound5 = actor|MST_damage|10|0.3| walker@fire_actor_1 %+pri_b36_ahtung%
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sound_idle = state
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combat_ignore_cond = {=is_enemy_actor} true, {=check_enemy_name(sim_default)} true
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danger = danger_1
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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@fire_actor_1]
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path_walk = pri_b36_guard_1_1_walk
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path_look = pri_b36_guard_1_1_look
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out_restr = pri_b36_sr_half_out_restr
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sound_idle = state
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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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[danger_1]
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ignore_distance = 0
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;[hit_1]
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;on_info = {=hit_by_actor -pri_b36_ahtung} %+pri_b36_ahtung%
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;------------------------- 2 ------------------------------
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[logic@guard_2]
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active = walker@guard_2
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suitable = {=check_npc_name(monolith)} true
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prior = 100
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[walker@guard_2]
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path_walk = pri_b36_guard_2_1_walk
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path_look = pri_b36_guard_2_1_look
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on_info = {+pri_b36_ahtung} walker@fire_actor_2
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on_actor_dist_le = 50 | {=see_actor} walker@fire_actor_2 %+pri_b36_ahtung%
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on_sound = actor|WPN_shoot|10000|0.2| {=dist_to_actor_le(70)} walker@fire_actor_2 %+pri_b36_ahtung%
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on_sound2 = actor|MST_step|15|0.5| walker@fire_actor_2 %+pri_b36_ahtung%
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on_sound3 = actor|WPN_empty|15|0.3| walker@fire_actor_2 %+pri_b36_ahtung%
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on_sound4 = actor|WPN_reload|15|0.3| walker@fire_actor_2 %+pri_b36_ahtung%
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on_sound5 = actor|MST_damage|10|0.3| walker@fire_actor_2 %+pri_b36_ahtung%
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sound_idle = state
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combat_ignore_cond = {=is_enemy_actor} true, {=check_enemy_name(sim_default)} true
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danger = danger_2
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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@fire_actor_2]
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path_walk = pri_b36_guard_2_1_walk
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path_look = pri_b36_guard_2_1_look
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out_restr = pri_b36_sr_half_out_restr
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sound_idle = state
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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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[danger_2]
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ignore_distance = 0
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;[hit_2]
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;on_info = {=hit_by_actor -pri_b36_ahtung} %+pri_b36_ahtung% |