274 lines
16 KiB
TeX
274 lines
16 KiB
TeX
[walker@generic]
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gather_items_enabled = false
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help_wounded_enabled = true
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corpse_detection_enabled = false
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wounded = wounded
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;----------------------------------------------------------------------------------------------------------
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[logic@jup_b6_stalker_1_anom_2]
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suitable = {=target_squad_name(jup_b1_stalker_) -jup_b6_anom_2_count_end} true, {=target_squad_name(jup_b6_freedom_stalker_) -jup_b6_anom_2_count_end} true, {=target_squad_name(jup_b6_duty_stalker_) -jup_b6_anom_2_count_end} true, {=target_squad_name(jup_b6_stalker_) -jup_b6_anom_2_count_end} true
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prior = 45
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active = walker@anom_1
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on_death = death
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post_combat_time = 0, 0
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[death]
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on_info = %=dec_counter(jup_b6_anom_2_st_count)%
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[walker@anom_1]:walker@generic
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path_walk = st_1_scan
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path_look = st_1_scan_look
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def_state_moving = run
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meet = no_meet
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combat_ignore_cond = {=fighting_dist_ge(20)} true
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combat_ignore_keep_when_attacked = false
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on_game_timer = 15 |{-jup_b6_anom_2_st_1_work} %+jup_b6_anom_2_st_1_work =inc_counter(jup_b6_anom_2_st_count)%
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on_info = {=has_enemy -jup_b6_anom_2_alarm} camper@fighter_1 %-jup_b6_anom_2_st_1_work =dec_counter(jup_b6_anom_2_st_count) +jup_b6_anom_2_alarm%, {+jup_b6_anom_2_alarm} camper@fighter_1 %-jup_b6_anom_2_st_1_work =dec_counter(jup_b6_anom_2_st_count)%
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on_game_timer2 = 15 | {=check_npc_name(jup_b1_stalker_1) -jup_b6_anom_2_snd_beg} %+jup_b6_anom_2_snd_beg =play_sound(jup_b6_stalker_1_first_measurement_begin)%
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on_info2 = {=counter_greater(jup_b6_anom_2_count_1:80) -jup_b6_anom_2_snd_1} %+jup_b6_anom_2_snd_1 =play_sound(jup_b6_stalker_1_first_measurement_done)%
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on_info3 = {=counter_greater(jup_b6_anom_2_count_1:40) -jup_b6_anom_2_snd_5} %+jup_b6_anom_2_snd_5 =play_sound(jup_b6_stalker_1_first_measurement_in_progress)%
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on_info4 = {=counter_greater(jup_b6_anom_2_count_2:100) -jup_b6_anom_2_snd_2} %+jup_b6_anom_2_snd_2 =play_sound(jup_b6_stalker_1_second_measurement_done)%
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on_info5 = {=counter_greater(jup_b6_anom_2_count_2:50) -jup_b6_anom_2_snd_6} %+jup_b6_anom_2_snd_6 =play_sound(jup_b6_stalker_1_second_measurement_in_progress)%
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on_info6 = {=counter_greater(jup_b6_anom_2_count_3:120) -jup_b6_anom_2_snd_3} %+jup_b6_anom_2_snd_3 =play_sound(jup_b6_stalker_1_third_measurement_done)%
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on_info7 = {=counter_greater(jup_b6_anom_2_count_3:60) -jup_b6_anom_2_snd_7} %+jup_b6_anom_2_snd_7 =play_sound(jup_b6_stalker_1_third_measurement_in_progress)%
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on_info8 = {=counter_greater(jup_b6_anom_2_count_4:140) -jup_b6_anom_2_snd_4} %+jup_b6_anom_2_snd_4 =play_sound(jup_b6_stalker_1_fourth_measurement_done)%
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on_info9 = {=counter_greater(jup_b6_anom_2_count_4:70) -jup_b6_anom_2_snd_8} %+jup_b6_anom_2_snd_8 =play_sound(jup_b6_stalker_1_fourth_measurement_in_progress)%
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[camper@fighter_1]:walker@generic
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path_walk = st_1_def
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path_look = st_1_def_look
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radius = 15
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no_retreat = true
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combat_ignore_cond = {=fighting_dist_ge(55)} true
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def_state_moving = assault
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meet = no_meet
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on_info = {!has_enemy -jup_b6_anom_2_alarm} walker@anom_1 %-jup_b6_stalkers_under_attack -jup_b6_anom_2_guard%
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on_game_timer = 15 | {-jup_b6_stalkers_under_attack} %+jup_b6_stalkers_under_attack =play_sound(jup_b6_stalker_1_monsters_coming_) +jup_b6_anom_2_guard%
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;-------------------------------------------------------
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[logic@jup_b6_stalker_2_anom_2]
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suitable = {=target_squad_name(jup_b1_stalker_) -jup_b6_anom_2_count_end} true, {=target_squad_name(jup_b6_freedom_stalker_) -jup_b6_anom_2_count_end} true, {=target_squad_name(jup_b6_duty_stalker_) -jup_b6_anom_2_count_end} true, {=target_squad_name(jup_b6_stalker_) -jup_b6_anom_2_count_end} true
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prior = 44
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active = walker@anom_2
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on_death = death
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post_combat_time = 0, 0
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[walker@anom_2]:walker@generic
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path_walk = st_2_scan
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path_look = st_2_scan_look
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def_state_moving = run
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meet = no_meet
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combat_ignore_cond = {=fighting_dist_ge(20)} true
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combat_ignore_keep_when_attacked = false
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on_game_timer = 15 |{-jup_b6_anom_2_st_2_work} %+jup_b6_anom_2_st_2_work =inc_counter(jup_b6_anom_2_st_count)%
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on_info = {=has_enemy -jup_b6_anom_2_alarm} camper@fighter_2 %-jup_b6_anom_2_st_2_work =dec_counter(jup_b6_anom_2_st_count) +jup_b6_anom_2_alarm%, {+jup_b6_anom_2_alarm} camper@fighter_2 %-jup_b6_anom_2_st_2_work =dec_counter(jup_b6_anom_2_st_count)%
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on_game_timer2 = 15 | {-jup_b6_anom_2_snd_beg} %+jup_b6_anom_2_snd_beg =play_sound(jup_b6_stalker_1_first_measurement_begin)%
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on_info2 = {=counter_greater(jup_b6_anom_2_count_1:80) -jup_b6_anom_2_snd_1} %+jup_b6_anom_2_snd_1 =play_sound(jup_b6_stalker_1_first_measurement_done)%
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on_info3 = {=counter_greater(jup_b6_anom_2_count_1:40) -jup_b6_anom_2_snd_5} %+jup_b6_anom_2_snd_5 =play_sound(jup_b6_stalker_1_first_measurement_in_progress)%
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on_info4 = {=counter_greater(jup_b6_anom_2_count_2:100) -jup_b6_anom_2_snd_2} %+jup_b6_anom_2_snd_2 =play_sound(jup_b6_stalker_1_second_measurement_done)%
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on_info5 = {=counter_greater(jup_b6_anom_2_count_2:50) -jup_b6_anom_2_snd_6} %+jup_b6_anom_2_snd_6 =play_sound(jup_b6_stalker_1_second_measurement_in_progress)%
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on_info6 = {=counter_greater(jup_b6_anom_2_count_3:120) -jup_b6_anom_2_snd_3} %+jup_b6_anom_2_snd_3 =play_sound(jup_b6_stalker_1_third_measurement_done)%
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on_info7 = {=counter_greater(jup_b6_anom_2_count_3:60) -jup_b6_anom_2_snd_7} %+jup_b6_anom_2_snd_7 =play_sound(jup_b6_stalker_1_third_measurement_in_progress)%
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on_info8 = {=counter_greater(jup_b6_anom_2_count_4:140) -jup_b6_anom_2_snd_4} %+jup_b6_anom_2_snd_4 =play_sound(jup_b6_stalker_1_fourth_measurement_done)%
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on_info9 = {=counter_greater(jup_b6_anom_2_count_4:70) -jup_b6_anom_2_snd_8} %+jup_b6_anom_2_snd_8 =play_sound(jup_b6_stalker_1_fourth_measurement_in_progress)%
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[camper@fighter_2]:walker@generic
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path_walk = st_2_def
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path_look = st_2_def_look
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radius = 15
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no_retreat = true
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combat_ignore_cond = {=fighting_dist_ge(55)} true
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def_state_moving = assault
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meet = no_meet
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on_info = {!has_enemy -jup_b6_anom_2_alarm} walker@anom_2 %-jup_b6_stalkers_under_attack -jup_b6_anom_2_guard%
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on_game_timer = 15 | {-jup_b6_stalkers_under_attack } %+jup_b6_stalkers_under_attack =play_sound(jup_b6_stalker_1_monsters_coming_) +jup_b6_anom_2_guard%
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;-------------------------------------------------------
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[logic@jup_b6_stalker_3_anom_2]
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suitable = {=target_squad_name(jup_b1_stalker_) -jup_b6_anom_2_count_end} true, {=target_squad_name(jup_b6_freedom_stalker_) -jup_b6_anom_2_count_end} true, {=target_squad_name(jup_b6_duty_stalker_) -jup_b6_anom_2_count_end} true, {=target_squad_name(jup_b6_stalker_) -jup_b6_anom_2_count_end} true
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prior = 43
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active = walker@anom_3
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on_death = death
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post_combat_time = 0, 0
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[walker@anom_3]:walker@generic
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path_walk = st_3_scan
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path_look = st_3_scan_look
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def_state_moving = run
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meet = no_meet
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combat_ignore_cond = {=fighting_dist_ge(20)} true
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combat_ignore_keep_when_attacked = false
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on_game_timer = 15 |{-jup_b6_anom_2_st_3_work} %+jup_b6_anom_2_st_3_work =inc_counter(jup_b6_anom_2_st_count)%
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on_info = {=has_enemy -jup_b6_anom_2_alarm} camper@fighter_3 %-jup_b6_anom_2_st_3_work =dec_counter(jup_b6_anom_2_st_count) +jup_b6_anom_2_alarm%, {+jup_b6_anom_2_alarm} camper@fighter_3 %-jup_b6_anom_2_st_3_work =dec_counter(jup_b6_anom_2_st_count)%
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on_game_timer2 = 15 | {-jup_b6_anom_2_snd_beg} %+jup_b6_anom_2_snd_beg =play_sound(jup_b6_stalker_1_first_measurement_begin)%
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on_info2 = {=counter_greater(jup_b6_anom_2_count_1:80) -jup_b6_anom_2_snd_1} %+jup_b6_anom_2_snd_1 =play_sound(jup_b6_stalker_1_first_measurement_done)%
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on_info3 = {=counter_greater(jup_b6_anom_2_count_1:40) -jup_b6_anom_2_snd_5} %+jup_b6_anom_2_snd_5 =play_sound(jup_b6_stalker_1_first_measurement_in_progress)%
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on_info4 = {=counter_greater(jup_b6_anom_2_count_2:100) -jup_b6_anom_2_snd_2} %+jup_b6_anom_2_snd_2 =play_sound(jup_b6_stalker_1_second_measurement_done)%
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on_info5 = {=counter_greater(jup_b6_anom_2_count_2:50) -jup_b6_anom_2_snd_6} %+jup_b6_anom_2_snd_6 =play_sound(jup_b6_stalker_1_second_measurement_in_progress)%
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on_info6 = {=counter_greater(jup_b6_anom_2_count_3:120) -jup_b6_anom_2_snd_3} %+jup_b6_anom_2_snd_3 =play_sound(jup_b6_stalker_1_third_measurement_done)%
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on_info7 = {=counter_greater(jup_b6_anom_2_count_3:60) -jup_b6_anom_2_snd_7} %+jup_b6_anom_2_snd_7 =play_sound(jup_b6_stalker_1_third_measurement_in_progress)%
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on_info8 = {=counter_greater(jup_b6_anom_2_count_4:140) -jup_b6_anom_2_snd_4} %+jup_b6_anom_2_snd_4 =play_sound(jup_b6_stalker_1_fourth_measurement_done)%
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on_info9 = {=counter_greater(jup_b6_anom_2_count_4:70) -jup_b6_anom_2_snd_8} %+jup_b6_anom_2_snd_8 =play_sound(jup_b6_stalker_1_fourth_measurement_in_progress)%
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[camper@fighter_3]:walker@generic
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path_walk = st_3_def
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path_look = st_3_def_look
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radius = 15
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no_retreat = true
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combat_ignore_cond = {=fighting_dist_ge(55)} true
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def_state_moving = assault
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meet = no_meet
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on_info = {!has_enemy -jup_b6_anom_2_alarm} walker@anom_3 %-jup_b6_stalkers_under_attack -jup_b6_anom_2_guard%
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on_game_timer = 15 | {-jup_b6_stalkers_under_attack } %+jup_b6_stalkers_under_attack =play_sound(jup_b6_stalker_1_monsters_coming_) +jup_b6_anom_2_guard%
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;-------------------------------------------------------
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[logic@jup_b6_stalker_4_anom_2]
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suitable = {=target_squad_name(jup_b1_stalker_) -jup_b6_anom_2_count_end} true, {=target_squad_name(jup_b6_freedom_stalker_) -jup_b6_anom_2_count_end} true, {=target_squad_name(jup_b6_duty_stalker_) -jup_b6_anom_2_count_end} true, {=target_squad_name(jup_b6_stalker_) -jup_b6_anom_2_count_end} true
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prior = 42
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active = walker@anom_4
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on_death = death
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post_combat_time = 0, 0
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[walker@anom_4]:walker@generic
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path_walk = st_4_scan
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path_look = st_4_scan_look
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def_state_moving = run
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meet = no_meet
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combat_ignore_cond = {=fighting_dist_ge(20)} true
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combat_ignore_keep_when_attacked = false
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on_game_timer = 15 |{-jup_b6_anom_2_st_4_work} %+jup_b6_anom_2_st_4_work =inc_counter(jup_b6_anom_2_st_count)%
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on_info = {=has_enemy -jup_b6_anom_2_alarm} camper@fighter_4 %-jup_b6_anom_2_st_4_work =dec_counter(jup_b6_anom_2_st_count) +jup_b6_anom_2_alarm%, {+jup_b6_anom_2_alarm} camper@fighter_4 %-jup_b6_anom_2_st_4_work =dec_counter(jup_b6_anom_2_st_count)%
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on_game_timer2 = 15 | {-jup_b6_anom_2_snd_beg} %+jup_b6_anom_2_snd_beg =play_sound(jup_b6_stalker_1_first_measurement_begin)%
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on_info2 = {=counter_greater(jup_b6_anom_2_count_1:80) -jup_b6_anom_2_snd_1} %+jup_b6_anom_2_snd_1 =play_sound(jup_b6_stalker_1_first_measurement_done)%
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on_info3 = {=counter_greater(jup_b6_anom_2_count_1:40) -jup_b6_anom_2_snd_5} %+jup_b6_anom_2_snd_5 =play_sound(jup_b6_stalker_1_first_measurement_in_progress)%
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on_info4 = {=counter_greater(jup_b6_anom_2_count_2:100) -jup_b6_anom_2_snd_2} %+jup_b6_anom_2_snd_2 =play_sound(jup_b6_stalker_1_second_measurement_done)%
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on_info5 = {=counter_greater(jup_b6_anom_2_count_2:50) -jup_b6_anom_2_snd_6} %+jup_b6_anom_2_snd_6 =play_sound(jup_b6_stalker_1_second_measurement_in_progress)%
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on_info6 = {=counter_greater(jup_b6_anom_2_count_3:120) -jup_b6_anom_2_snd_3} %+jup_b6_anom_2_snd_3 =play_sound(jup_b6_stalker_1_third_measurement_done)%
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on_info7 = {=counter_greater(jup_b6_anom_2_count_3:60) -jup_b6_anom_2_snd_7} %+jup_b6_anom_2_snd_7 =play_sound(jup_b6_stalker_1_third_measurement_in_progress)%
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on_info8 = {=counter_greater(jup_b6_anom_2_count_4:140) -jup_b6_anom_2_snd_4} %+jup_b6_anom_2_snd_4 =play_sound(jup_b6_stalker_1_fourth_measurement_done)%
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on_info9 = {=counter_greater(jup_b6_anom_2_count_4:70) -jup_b6_anom_2_snd_8} %+jup_b6_anom_2_snd_8 =play_sound(jup_b6_stalker_1_fourth_measurement_in_progress)%
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wounded = wounded
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[camper@fighter_4]:walker@generic
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path_walk = st_4_def
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path_look = st_4_def_look
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radius = 15
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no_retreat = true
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combat_ignore_cond = {=fighting_dist_ge(55)} true
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def_state_moving = assault
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meet = no_meet
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on_info = {!has_enemy -jup_b6_anom_2_alarm} walker@anom_4 %-jup_b6_stalkers_under_attack -jup_b6_anom_2_guard%
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on_game_timer = 15 | {-jup_b6_stalkers_under_attack } %+jup_b6_stalkers_under_attack =play_sound(jup_b6_stalker_1_monsters_coming_) +jup_b6_anom_2_guard%
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;-------------------------------------------------------
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[logic@jup_b6_stalker_1_anom_2_def]
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suitable = {=target_squad_name(jup_b1_stalker_)} true, {=target_squad_name(jup_b6_freedom_stalker_)} true, {=target_squad_name(jup_b6_duty_stalker_)} true, {=target_squad_name(jup_b6_stalker_)} true
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prior = 40
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active = camper@six_cover_1
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post_combat_time = 0, 0
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[camper@six_cover_1]:walker@generic
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path_walk = st_1_def
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path_look = st_1_def_look
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def_state_moving = assault
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combat_ignore_cond = {=fighting_dist_ge(55)} true
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on_info = {+jup_b6_anom_2_count_end !has_enemy} camper@ready_to_go_1
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meet = no_meet
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[camper@ready_to_go_1]:walker@generic
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path_walk = st_1_def
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path_look = st_1_def_look
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on_game_timer = 20 | {-jup_b6_anom_2_ready_to_go} %+jup_b6_anom_2_ready_to_go =play_sound(jup_b6_stalker_1_measurements_done)%
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on_info = {=dist_to_actor_ge(130)} %-jup_b6_anom_2%
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def_state_campering = threat
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def_state_campering_fire = threat_fire
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combat_ignore_cond = {=fighting_dist_ge(55)} true
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;-----------------------------------------------------------
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[logic@jup_b6_stalker_2_anom_2_def]
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suitable = {=target_squad_name(jup_b1_stalker_)} true, {=target_squad_name(jup_b6_freedom_stalker_)} true, {=target_squad_name(jup_b6_duty_stalker_)} true, {=target_squad_name(jup_b6_stalker_)} true
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prior = 40
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active = camper@six_cover_2
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post_combat_time = 0, 0
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[camper@six_cover_2]:walker@generic
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path_walk = st_2_def
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path_look = st_2_def_look
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def_state_moving = assault
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combat_ignore_cond = {=fighting_dist_ge(55)} true
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on_info = {+jup_b6_anom_2_count_end !has_enemy} camper@ready_to_go_2
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meet = no_meet
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[camper@ready_to_go_2]:walker@generic
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path_walk = st_2_def
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path_look = st_2_def_look
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on_game_timer = 20 | {-jup_b6_anom_2_ready_to_go} %+jup_b6_anom_2_ready_to_go =play_sound(jup_b6_stalker_1_measurements_done)%
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on_info = {=dist_to_actor_ge(130)} %-jup_b6_anom_2%
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def_state_campering = threat
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def_state_campering_fire = threat_fire
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combat_ignore_cond = {=fighting_dist_ge(55)} true
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|
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|
;-------------------------------------------------------------
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|
|
[logic@jup_b6_stalker_3_anom_2_def]
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suitable = {=target_squad_name(jup_b1_stalker_)} true, {=target_squad_name(jup_b6_freedom_stalker_)} true, {=target_squad_name(jup_b6_duty_stalker_)} true, {=target_squad_name(jup_b6_stalker_)} true
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prior = 40
|
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active = camper@six_cover_3
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post_combat_time = 0, 0
|
|
|
|
[camper@six_cover_3]:walker@generic
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|
path_walk = st_3_def
|
|
path_look = st_3_def_look
|
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def_state_moving = assault
|
|
on_info = {+jup_b6_anom_2_count_end !has_enemy} camper@ready_to_go_3
|
|
meet = no_meet
|
|
combat_ignore_cond = {=fighting_dist_ge(55)} true
|
|
|
|
[camper@ready_to_go_3]:walker@generic
|
|
path_walk = st_3_def
|
|
path_look = st_3_def_look
|
|
on_game_timer = 20 | {-jup_b6_anom_2_ready_to_go} %+jup_b6_anom_2_ready_to_go =play_sound(jup_b6_stalker_1_measurements_done)%
|
|
on_info = {=dist_to_actor_ge(130)} %-jup_b6_anom_2%
|
|
def_state_campering = threat
|
|
def_state_campering_fire = threat_fire
|
|
combat_ignore_cond = {=fighting_dist_ge(55)} true
|
|
|
|
;-------------------------------------------------------------
|
|
|
|
[logic@jup_b6_stalker_4_anom_2_def]
|
|
suitable = {=target_squad_name(jup_b1_stalker_)} true, {=target_squad_name(jup_b6_freedom_stalker_)} true, {=target_squad_name(jup_b6_duty_stalker_)} true, {=target_squad_name(jup_b6_stalker_)} true
|
|
prior = 40
|
|
active = camper@six_cover_4
|
|
post_combat_time = 0, 0
|
|
|
|
[camper@six_cover_4]:walker@generic
|
|
path_walk = st_4_def
|
|
path_look = st_4_def_look
|
|
def_state_moving = assault
|
|
on_info = {+jup_b6_anom_2_count_end !has_enemy} camper@ready_to_go_4
|
|
meet = no_meet
|
|
combat_ignore_cond = {=fighting_dist_ge(55)} true
|
|
|
|
[camper@ready_to_go_4]:walker@generic
|
|
path_walk = st_4_def
|
|
path_look = st_4_def_look
|
|
on_game_timer = 20 | {-jup_b6_anom_2_ready_to_go } %+jup_b6_anom_2_ready_to_go =play_sound(jup_b6_stalker_1_measurements_done)%
|
|
on_info = {=dist_to_actor_ge(130)} %-jup_b6_anom_2%
|
|
def_state_campering = threat
|
|
def_state_campering_fire = threat_fire
|
|
combat_ignore_cond = {=fighting_dist_ge(55)} true
|
|
|
|
;-------------------------------------------------------------
|
|
|
|
[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
|