57 lines
2 KiB
TeX
57 lines
2 KiB
TeX
[logic@marine_5]
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active = walker@start
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suitable = {=check_npc_name(monolith)}
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prior = 100
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[walker@start]
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path_walk = walker_5_walk
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path_look = walker_5_look
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def_state_standing = trans_0
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def_state_moving1 = assault
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def_state_moving2 = assault
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def_state_moving3 = assault
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on_info = {+pri_b36_ahtung} camper@cover
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on_info2 = {=health_le(0.5) !actor_enemy} %=restore_health%
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on_sound = actor|WPN_shoot|10000|0.2| {=dist_to_actor_le(70)} camper@cover %+pri_b36_ahtung%
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on_sound2 = actor|MST_step|35|0.2| camper@cover %+zat_b5_meat%
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on_sound3 = actor|WPN_empty|30|0.1| camper@cover %+pri_b36_ahtung%
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on_sound4 = actor|WPN_reload|20|0.2| camper@cover %+pri_b36_ahtung%
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on_sound5 = actor|MST_damage|30|0.1| camper@cover %+pri_b36_ahtung%
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on_sound6 = actor|WPN_hit|30|0.1| camper@cover %+pri_b36_ahtung%
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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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out_restr = pri_b36_zombied_restrictor
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combat_ignore_cond = {=check_enemy_name(sim_default)} true
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[camper@cover]
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path_walk = marine_cover_2_walk
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path_look = marine_cover_2_look
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radius = 30
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def_state_moving = patrol
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def_state_moving_fire = patrol_fire
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attack_sound = false
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on_info = {+pri_b36_marine_sniper_dead =actor_in_zone(pri_b36_sr_half_out_restr)} camper@fire
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on_actor_dist_le = 15 | walker@free
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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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combat_ignore_cond = {=check_enemy_name(sim_default)} true
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[walker@free]
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path_walk = marine_sniper_2_walk
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path_look = marine_sniper_2_look
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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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combat_ignore_cond = {=check_enemy_name(sim_default)} true
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[camper@fire]
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path_walk = marine_sniper_2_walk
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path_look = marine_sniper_2_look
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radius = 20
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attack_sound = 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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combat_ignore_cond = {=check_enemy_name(sim_default)} true
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