e4s-sdk/gamedata/configs/scripts/jupiter/jup_a6_duty_leader.ltx
2026-06-17 23:06:51 +03:00

90 lines
2.6 KiB
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[logic@jup_a6_duty_leader]
suitable = {=check_npc_name(jup_a6_duty_leader)} true
prior = 200
active = walker@duty_leader
[animpoint@duty_leader]
cover_name = jup_a6_animpint_duty_leader
avail_animations = animpoint_sit_normal_no_rnd
use_camp = false
meet = meet@stand_base
on_info = {+jup_b207_duty_knows_about_depot -jup_b207_ui} remark@jup_b207_radio_talk
on_game_timer = 900 | walker@duty_leader
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
out_restr = jup_a6_sr_noweap
corpse_detection_enabled = false
gather_items_enabled = false
help_wounded_enabled = false
[walker@duty_leader]
path_walk = duty_leader_walk
path_look = duty_leader_look
def_state_standing = wait_na
def_state_moving = walk_noweap
meet = meet@walker
on_info = {+jup_b207_duty_knows_about_depot -jup_b207_ui} remark@jup_b207_radio_talk
on_game_timer = 900 | animpoint@duty_leader
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
out_restr = jup_a6_sr_noweap
corpse_detection_enabled = false
gather_items_enabled = false
help_wounded_enabled = false
use_camp = false
[meet@stand_base]
close_snd_hello = jup_a6_duty_leader_greeting
close_snd_bye = jup_a6_duty_leader_farewell
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
close_snd_distance = 3
use = {=actor_enemy} false, true
allow_break = false
trade_enable = false
meet_on_talking = false
[meet@walker]:meet@stand_base
close_anim = wait_na
close_victim = actor
close_distance = 3
[remark@jup_b207_radio_talk]
target = story | actor
anim = wait_rac
on_signal = anim_end | %=play_sound(jup_b207_duty_leader_about_depot)%
on_signal2 = sound_end | remark@jup_b207_radio_talk_done
meet = no_meet
;combat_ignore_cond = {=check_enemy_smart(jup_a6)} true
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
out_restr = jup_a6_sr_noweap
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
[remark@jup_b207_radio_talk_done]
target = story | actor
anim = wait_na
on_signal = anim_end | %=play_sound(jup_b207_duty_leader_about_depot_after)%
on_signal2 = sound_end | %+jup_b207_ui -jup_b207_lock_door%
on_info = {+jup_b207_ui} animpoint@duty_leader
meet = no_meet
;combat_ignore_cond = {=check_enemy_smart(jup_a6)} true
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
out_restr = jup_a6_sr_noweap
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false