306 lines
No EOL
18 KiB
TeX
306 lines
No EOL
18 KiB
TeX
[logic@work1]
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active = walker@zombied1
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suitable = {=check_npc_name(jup_b19_zombied) +jup_b19_destroy_yar} true, {=target_squad_name(jup_b6_zombie_squad_)} true
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prior = 35
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on_hit = hit1
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on_death = death1
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[walker@zombied1];:walker@z
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path_walk = zombied1_1_walk
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path_look = zombied1_1_look
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on_actor_dist_le_nvis = 5 | {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
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out_restr = jup_b19_zombied_restrictor
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on_sound = actor|WPN_shoot|10000|0.3| {=dist_to_actor_le(15) -jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
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on_sound2 = actor|MST_step|10|0.1| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
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on_sound3 = actor|WPN_empty|15|0.3| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
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on_sound4 = actor|WPN_reload|15|0.3| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
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sound_idle = state
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combat_ignore_cond = {=check_enemy_name(jup_b19_freedom_yar) -jup_b19_actor_damaged_zombied} true, {=is_enemy_actor -jup_b19_actor_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_1) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_2) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_3) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_4) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_5) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
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danger = danger
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corpse_detection_enabled = false
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wounded = wounded
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[hit1]
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on_info = {=hit_by_actor -jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%, {=hitted_by(jup_b19_merc_1:jup_b19_merc_2:jup_b19_merc_3:jup_b19_merc_4:jup_b19_merc_5)} %+jup_b19_mercs_damaged_zombied%
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[death1]
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on_info = %=inc_counter(zombied_dead)%
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;------------------------- 2 ------------------------------
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[logic@work2]
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active = walker@zombied2
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suitable = {=check_npc_name(jup_b19_zombied) +jup_b19_destroy_yar} true, {=target_squad_name(jup_b6_zombie_squad_)} true
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prior = 35
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on_hit = hit2
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on_death = death2
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[walker@zombied2]
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path_walk = zombied2_1_walk
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path_look = zombied2_1_look
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on_actor_dist_le_nvis = 5 | {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
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out_restr = jup_b19_zombied_restrictor
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on_sound = actor|WPN_shoot|10000|0.3| {=dist_to_actor_le(15) -jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
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on_sound2 = actor|MST_step|10|0.1| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
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on_sound3 = actor|WPN_empty|15|0.3| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
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on_sound4 = actor|WPN_reload|15|0.3| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
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sound_idle = state
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combat_ignore_cond = {=check_enemy_name(jup_b19_freedom_yar) -jup_b19_actor_damaged_zombied} true, {=is_enemy_actor -jup_b19_actor_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_1) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_2) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_3) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_4) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_5) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
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danger = danger
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corpse_detection_enabled = false
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wounded = wounded
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[hit2]
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on_info = {=hit_by_actor -jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%, {=hitted_by(jup_b19_merc_1:jup_b19_merc_2:jup_b19_merc_3:jup_b19_merc_4:jup_b19_merc_5)} %+jup_b19_mercs_damaged_zombied%
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[death2]
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on_info = %=inc_counter(zombied_dead)%
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;------------------------- 3 ------------------------------
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[logic@work3]
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active = walker@zombied3
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suitable = {=check_npc_name(jup_b19_zombied) +jup_b19_destroy_yar} true, {=target_squad_name(jup_b6_zombie_squad_)} true
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prior = 35
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on_hit = hit3
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on_death = death3
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[walker@zombied3]
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path_walk = zombied3_1_walk
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path_look = zombied3_1_look
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on_actor_dist_le_nvis = 5 | {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
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out_restr = jup_b19_zombied_restrictor
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on_sound = actor|WPN_shoot|10000|0.3| {=dist_to_actor_le(15) -jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
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on_sound2 = actor|MST_step|10|0.1| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
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on_sound3 = actor|WPN_empty|15|0.3| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
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on_sound4 = actor|WPN_reload|15|0.3| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
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sound_idle = state
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combat_ignore_cond = {=check_enemy_name(jup_b19_freedom_yar) -jup_b19_actor_damaged_zombied} true, {=is_enemy_actor -jup_b19_actor_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_1) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_2) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_3) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_4) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_5) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
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danger = danger
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corpse_detection_enabled = false
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wounded = wounded
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[hit3]
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on_info = {=hit_by_actor -jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%, {=hitted_by(jup_b19_merc_1:jup_b19_merc_2:jup_b19_merc_3:jup_b19_merc_4:jup_b19_merc_5)} %+jup_b19_mercs_damaged_zombied%
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[death3]
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on_info = %=inc_counter(zombied_dead)%
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;------------------------- 4 ------------------------------
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[logic@work4]
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active = walker@zombied4
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suitable = {=check_npc_name(jup_b19_zombied) +jup_b19_destroy_yar} true, {=target_squad_name(jup_b6_zombie_squad_)} true
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prior = 35
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on_hit = hit4
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on_death = death4
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[walker@zombied4]
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path_walk = zombied4_1_walk
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path_look = zombied4_1_look
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on_actor_dist_le_nvis = 5 | {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
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out_restr = jup_b19_zombied_restrictor
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on_sound = actor|WPN_shoot|10000|0.3| {=dist_to_actor_le(15) -jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
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on_sound2 = actor|MST_step|10|0.1| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
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on_sound3 = actor|WPN_empty|15|0.3| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
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on_sound4 = actor|WPN_reload|15|0.3| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
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sound_idle = state
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combat_ignore_cond = {=check_enemy_name(jup_b19_freedom_yar) -jup_b19_actor_damaged_zombied} true, {=is_enemy_actor -jup_b19_actor_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_1) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_2) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_3) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_4) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_5) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
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danger = danger
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corpse_detection_enabled = false
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wounded = wounded
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[hit4]
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on_info = {=hit_by_actor -jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%, {=hitted_by(jup_b19_merc_1:jup_b19_merc_2:jup_b19_merc_3:jup_b19_merc_4:jup_b19_merc_5)} %+jup_b19_mercs_damaged_zombied%
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[death4]
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on_info = %=inc_counter(zombied_dead)%
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;------------------------- 5 ------------------------------
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[logic@work5]
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active = walker@zombied5
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suitable = {=check_npc_name(jup_b19_zombied) +jup_b19_destroy_yar} true, {=target_squad_name(jup_b6_zombie_squad_)} true
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prior = 35
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on_hit = hit5
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on_death = death5
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[walker@zombied5]
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path_walk = zombied5_1_walk
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path_look = zombied5_1_look
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on_actor_dist_le_nvis = 5 | {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
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out_restr = jup_b19_zombied_restrictor
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on_sound = actor|WPN_shoot|10000|0.3| {=dist_to_actor_le(15) -jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
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on_sound2 = actor|MST_step|10|0.1| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
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on_sound3 = actor|WPN_empty|15|0.3| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
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on_sound4 = actor|WPN_reload|15|0.3| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
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sound_idle = state
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combat_ignore_cond = {=check_enemy_name(jup_b19_freedom_yar) -jup_b19_actor_damaged_zombied} true, {=is_enemy_actor -jup_b19_actor_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_1) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_2) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_3) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_4) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_5) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
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danger = danger
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corpse_detection_enabled = false
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wounded = wounded
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[hit5]
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on_info = {=hit_by_actor -jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%, {=hitted_by(jup_b19_merc_1:jup_b19_merc_2:jup_b19_merc_3:jup_b19_merc_4:jup_b19_merc_5)} %+jup_b19_mercs_damaged_zombied%
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[death5]
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on_info = %=inc_counter(zombied_dead)%
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;------------------------- 6 ------------------------------
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[logic@work6]
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active = walker@zombied6
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suitable = {=check_npc_name(jup_b19_zombied) +jup_b19_destroy_yar} true, {=target_squad_name(jup_b6_zombie_squad_)} true
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prior = 35
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on_hit = hit6
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on_death = death6
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[walker@zombied6]
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path_walk = zombied6_1_walk
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path_look = zombied6_1_look
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on_actor_dist_le_nvis = 5 | {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
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out_restr = jup_b19_zombied_restrictor
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on_sound = actor|WPN_shoot|10000|0.3| {=dist_to_actor_le(15) -jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
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on_sound2 = actor|MST_step|10|0.1| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
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on_sound3 = actor|WPN_empty|15|0.3| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
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on_sound4 = actor|WPN_reload|15|0.3| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
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sound_idle = state
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combat_ignore_cond = {=check_enemy_name(jup_b19_freedom_yar) -jup_b19_actor_damaged_zombied} true, {=is_enemy_actor -jup_b19_actor_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_1) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_2) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_3) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_4) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_5) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
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danger = danger
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corpse_detection_enabled = false
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wounded = wounded
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[hit6]
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on_info = {=hit_by_actor -jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%, {=hitted_by(jup_b19_merc_1:jup_b19_merc_2:jup_b19_merc_3:jup_b19_merc_4:jup_b19_merc_5)} %+jup_b19_mercs_damaged_zombied%
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[death6]
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on_info = %=inc_counter(zombied_dead)%
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;----------------------- 7 ----------------------
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[logic@work7]
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active = walker@zombied7
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suitable = {=check_npc_name(jup_b19_zombied) +jup_b19_destroy_yar} true, {=target_squad_name(jup_b6_zombie_squad_)} true
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prior = 35
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on_hit = hit7
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on_death = death7
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[walker@zombied7]
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path_walk = zombied7_1_walk
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path_look = zombied7_1_look
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on_actor_dist_le_nvis = 5 | {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
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out_restr = jup_b19_zombied_restrictor
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on_sound = actor|WPN_shoot|10000|0.3| {=dist_to_actor_le(15) -jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
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on_sound2 = actor|MST_step|10|0.1| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
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on_sound3 = actor|WPN_empty|15|0.3| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
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on_sound4 = actor|WPN_reload|15|0.3| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
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sound_idle = state
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combat_ignore_cond = {=check_enemy_name(jup_b19_freedom_yar) -jup_b19_actor_damaged_zombied} true, {=is_enemy_actor -jup_b19_actor_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_1) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_2) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_3) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_4) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_5) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
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danger = danger
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corpse_detection_enabled = false
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wounded = wounded
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[hit7]
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on_info = {=hit_by_actor -jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%, {=hitted_by(jup_b19_merc_1:jup_b19_merc_2:jup_b19_merc_3:jup_b19_merc_4:jup_b19_merc_5)} %+jup_b19_mercs_damaged_zombied%
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[death7]
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on_info = %=inc_counter(zombied_dead)%
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;----------------------- 8 ----------------------
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[logic@work8]
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active = walker@zombied8
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suitable = {=check_npc_name(jup_b19_zombied) +jup_b19_destroy_yar} true, {=target_squad_name(jup_b6_zombie_squad_)} true
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prior = 35
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on_hit = hit8
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on_death = death8
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[walker@zombied8]
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path_walk = zombied8_1_walk
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path_look = zombied8_1_look
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on_actor_dist_le_nvis = 5 | {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
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out_restr = jup_b19_zombied_restrictor
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on_sound = actor|WPN_shoot|10000|0.3| {=dist_to_actor_le(15) -jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
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on_sound2 = actor|MST_step|10|0.1| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
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on_sound3 = actor|WPN_empty|15|0.3| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
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on_sound4 = actor|WPN_reload|15|0.3| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
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|
sound_idle = state
|
|
combat_ignore_cond = {=check_enemy_name(jup_b19_freedom_yar) -jup_b19_actor_damaged_zombied} true, {=is_enemy_actor -jup_b19_actor_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_1) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_2) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_3) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_4) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_5) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
|
|
danger = danger
|
|
corpse_detection_enabled = false
|
|
wounded = wounded
|
|
|
|
|
|
|
|
|
|
[hit8]
|
|
on_info = {=hit_by_actor -jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%, {=hitted_by(jup_b19_merc_1:jup_b19_merc_2:jup_b19_merc_3:jup_b19_merc_4:jup_b19_merc_5)} %+jup_b19_mercs_damaged_zombied%
|
|
|
|
[death8]
|
|
on_info = %=inc_counter(zombied_dead)%
|
|
;----------------------- 9 ----------------------
|
|
|
|
[logic@work9]
|
|
active = walker@zombied9
|
|
suitable = {=check_npc_name(jup_b19_zombied) +jup_b19_destroy_yar} true, {=target_squad_name(jup_b6_zombie_squad_)} true
|
|
prior = 35
|
|
on_hit = hit9
|
|
on_death = death9
|
|
|
|
[walker@zombied9]
|
|
path_walk = zombied9_1_walk
|
|
path_look = zombied9_1_look
|
|
on_actor_dist_le_nvis = 5 | {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
|
|
out_restr = jup_b19_zombied_restrictor
|
|
on_sound = actor|WPN_shoot|10000|0.3| {=dist_to_actor_le(15) -jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
|
|
on_sound2 = actor|MST_step|10|0.1| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
|
|
on_sound3 = actor|WPN_empty|15|0.3| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
|
|
on_sound4 = actor|WPN_reload|15|0.3| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
|
|
sound_idle = state
|
|
combat_ignore_cond = {=check_enemy_name(jup_b19_freedom_yar) -jup_b19_actor_damaged_zombied} true, {=is_enemy_actor -jup_b19_actor_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_1) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_2) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_3) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_4) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_5) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
|
|
danger = danger
|
|
corpse_detection_enabled = false
|
|
wounded = wounded
|
|
|
|
[hit9]
|
|
on_info = {=hit_by_actor -jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%, {=hitted_by(jup_b19_merc_1:jup_b19_merc_2:jup_b19_merc_3:jup_b19_merc_4:jup_b19_merc_5)} %+jup_b19_mercs_damaged_zombied%
|
|
|
|
[death9]
|
|
on_info = %=inc_counter(zombied_dead)%
|
|
|
|
;----------------------- 10 ----------------------
|
|
|
|
[logic@work10]
|
|
active = walker@zombied10
|
|
suitable = {=check_npc_name(jup_b19_zombied) +jup_b19_destroy_yar} true, {=target_squad_name(jup_b6_zombie_squad_)} true
|
|
prior = 35
|
|
on_hit = hit10
|
|
on_death = death10
|
|
|
|
[walker@zombied10]
|
|
path_walk = zombied10_1_walk
|
|
path_look = zombied10_1_look
|
|
on_actor_dist_le_nvis = 5 | {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
|
|
out_restr = jup_b19_zombied_restrictor
|
|
on_sound = actor|WPN_shoot|10000|0.3| {=dist_to_actor_le(15) -jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
|
|
on_sound2 = actor|MST_step|10|0.1| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
|
|
on_sound3 = actor|WPN_empty|15|0.3| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
|
|
on_sound4 = actor|WPN_reload|15|0.3| {-jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%
|
|
sound_idle = state
|
|
combat_ignore_cond = {=check_enemy_name(jup_b19_freedom_yar) -jup_b19_actor_damaged_zombied} true, {=is_enemy_actor -jup_b19_actor_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_1) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_2) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_3) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_4) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(jup_b19_merc_5) -jup_b19_mercs_damaged_zombied} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
|
|
danger = danger
|
|
corpse_detection_enabled = false
|
|
wounded = wounded
|
|
|
|
[danger]
|
|
ignore_distance = 0
|
|
|
|
[hit10]
|
|
on_info = {=hit_by_actor -jup_b19_actor_damaged_zombied} %+jup_b19_actor_damaged_zombied%, {=hitted_by(jup_b19_merc_1:jup_b19_merc_2:jup_b19_merc_3:jup_b19_merc_4:jup_b19_merc_5)} %+jup_b19_mercs_damaged_zombied%
|
|
|
|
[death10]
|
|
on_info = %=inc_counter(zombied_dead)%
|
|
|
|
|
|
|
|
[wounded]
|
|
hp_state = 0|wounded_heavy@help_heavy
|
|
hp_state_see = 0|wounded_heavy@help_heavy
|
|
hp_victim = 0|nil
|
|
hp_fight = 0|false
|
|
hp_cover = 0|false |