45 lines
1.4 KiB
TeX
45 lines
1.4 KiB
TeX
; general section
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[animpoint@zat_b100_a23_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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; work section
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[logic]
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active = walker@zat_b100_temp
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on_hit = hit
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[walker@zat_b100_temp]
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path_walk = zat_a23_temp_actor_walk
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path_look = zat_a23_temp_actor_look
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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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meet = no_meet
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out_restr = zat_a23_cat_rest
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on_info = {=actor_in_zone(zat_a23_cat_rest)} animpoint@zat_a23_gauss_rifle_docs_investigation %=teleport_npc(zat_a23_cam_actor_walk)%, {=actor_in_zone(zat_b100_heli_2_cat)} animpoint@zat_b100_actor %=teleport_npc(zat_b100_heli_2_walk)%
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[animpoint@zat_b100_actor]:animpoint@zat_b100_a23_actor_gen
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avail_animations = zat_b100_heli_2_serch
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cover_name = zat_b100_heli_2_serch_animpoint
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[animpoint@zat_a23_gauss_rifle_docs_investigation]:animpoint@zat_b100_a23_actor_gen
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avail_animations = guard
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cover_name = zat_a23_actor_animpoint
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out_restr = zat_a23_cat_rest
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on_game_timer = 20 | animpoint@zat_a23_gauss_rifle_docs_investigation_end
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[animpoint@zat_a23_gauss_rifle_docs_investigation_end]:animpoint@zat_b100_a23_actor_gen
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avail_animations = jup_a9_cam3_actor
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cover_name = zat_a23_actor_animpoint
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out_restr = zat_a23_cat_rest
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[hit]
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on_info = %+zat_b100_actor_hit =destroy_object%
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