168 lines
No EOL
6 KiB
TeX
168 lines
No EOL
6 KiB
TeX
[logic@zombied_1]
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active = walker@zombied_1
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suitable = {=check_npc_name(zombied)} true
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prior = 50
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[walker@zombied_1]
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path_walk = pri_b36_zombied_1_1_walk
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path_look = pri_b36_zombied_1_1_look
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on_info = {+pri_b36_ahtung} walker@fire_actor_1
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on_actor_dist_le = 35 | {=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_3 %+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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out_restr = pri_b36_sr_half_out_restr
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danger = danger_1
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[walker@fire_actor_1]
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path_walk = pri_b36_zombied_1_1_walk
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path_look = pri_b36_zombied_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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combat_ignore_cond = {=check_enemy_name(sim_default)} true
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;danger = danger1
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[danger_1]
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ignore_distance = 0
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;------------------------- 2 ------------------------------
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[logic@zombied_2]
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active = walker@zombied_2
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suitable = {=check_npc_name(zombied)} true
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prior = 50
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[walker@zombied_2]
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path_walk = pri_b36_zombied_2_1_walk
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path_look = pri_b36_zombied_2_1_look
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on_info = {+pri_b36_ahtung} walker@fire_actor_2
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on_actor_dist_le = 35 | {=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_3 %+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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out_restr = pri_b36_sr_half_out_restr
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danger = danger_2
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[walker@fire_actor_2]
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path_walk = pri_b36_zombied_2_1_walk
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path_look = pri_b36_zombied_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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combat_ignore_cond = {=check_enemy_name(sim_default)} true
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;danger = danger1
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[danger_2]
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ignore_distance = 0
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;------------------------- 3 ------------------------------
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[logic@zombied_3]
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active = walker@zombied_3
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suitable = {=check_npc_name(zombied)} true
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prior = 50
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[walker@zombied_3]
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path_walk = pri_b36_zombied_3_1_walk
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path_look = pri_b36_zombied_3_1_look
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on_info = {+pri_b36_ahtung} walker@fire_actor_3
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on_actor_dist_le = 35 | {=see_actor} walker@fire_actor_3 %+pri_b36_ahtung%
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on_sound = actor|WPN_shoot|10000|0.2| {=dist_to_actor_le(70)} walker@fire_actor_3 %+pri_b36_ahtung%
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on_sound2 = actor|MST_step|15|0.5| walker@fire_actor_3 %+pri_b36_ahtung%
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on_sound3 = actor|WPN_empty|15|0.3| walker@fire_actor_3 %+pri_b36_ahtung%
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on_sound4 = actor|WPN_reload|15|0.3| walker@fire_actor_3 %+pri_b36_ahtung%
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on_sound5 = actor|MST_damage|10|0.3| walker@fire_actor_3 %+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_3
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out_restr = pri_b36_sr_half_out_restr
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[walker@fire_actor_3]
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path_walk = pri_b36_zombied_3_1_walk
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path_look = pri_b36_zombied_3_1_look
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sound_idle = state
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;danger = danger3
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out_restr = pri_b36_sr_half_out_restr
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combat_ignore_cond = {=check_enemy_name(sim_default)} true
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[danger_3]
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ignore_distance = 0
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;------------------------- 4 ------------------------------
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[logic@zombied_4]
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active = walker@zombied_4
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suitable = {=check_npc_name(zombied)} true
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prior = 50
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[walker@zombied_4]
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path_walk = pri_b36_zombied_4_1_walk
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path_look = pri_b36_zombied_4_1_look
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out_restr = pri_b36_zombied_restrictor
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on_info = {+pri_b36_ahtung !actor_in_zone(pri_b36_sr_half_out_restr)} walker@fire_actor_4
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on_actor_dist_le = 35 | {=see_actor} walker@fire_actor_4 %+pri_b36_ahtung%
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on_sound = actor|WPN_shoot|10000|0.2| {=dist_to_actor_le(70)} walker@fire_actor_4 %+pri_b36_ahtung%
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on_sound2 = actor|MST_step|15|0.5| walker@fire_actor_4 %+pri_b36_ahtung%
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on_sound3 = actor|WPN_empty|15|0.3| walker@fire_actor_4 %+pri_b36_ahtung%
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on_sound4 = actor|WPN_reload|15|0.3| walker@fire_actor_4 %+pri_b36_ahtung%
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on_sound5 = actor|MST_damage|10|0.3| walker@fire_actor_4 %+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_4
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[walker@fire_actor_4]
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path_walk = pri_b36_zombied_4_2_walk
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path_look = pri_b36_zombied_4_2_look
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sound_idle = state
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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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[danger_4]
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ignore_distance = 0
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;------------------------- 5 ------------------------------
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[logic@zombied_5]
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active = walker@zombied_5
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suitable = {=check_npc_name(zombied)} true
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prior = 50
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[walker@zombied_5]
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path_walk = pri_b36_zombied_5_1_walk
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path_look = pri_b36_zombied_5_1_look
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on_info = {+pri_b36_ahtung} walker@fire_actor_5
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on_actor_dist_le = 35 | {=see_actor} walker@fire_actor_5 %+pri_b36_ahtung%
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on_sound = actor|WPN_shoot|10000|0.2| {=dist_to_actor_le(70)} walker@fire_actor_5 %+pri_b36_ahtung%
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on_sound2 = actor|MST_step|15|0.5| walker@fire_actor_5 %+pri_b36_ahtung%
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on_sound3 = actor|WPN_empty|15|0.3| walker@fire_actor_5 %+pri_b36_ahtung%
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on_sound4 = actor|WPN_reload|15|0.3| walker@fire_actor_5 %+pri_b36_ahtung%
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on_sound5 = actor|MST_damage|10|0.3| walker@fire_actor_5 %+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_5
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out_restr = pri_b36_zombied_restrictor
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[walker@fire_actor_5]
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path_walk = pri_b36_zombied_5_1_walk
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path_look = pri_b36_zombied_5_1_look
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sound_idle = state
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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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[danger_5]
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ignore_distance = 0 |