158 lines
6.6 KiB
TeX
158 lines
6.6 KiB
TeX
[animpoint@b305_def]
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cover_name = pri_a16_kovalski_1st_floor
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reach_movement = walk_noweap
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avail_animations = ward_noweap
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out_restr = pri_a16_sr_noweap
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corpse_detection_enabled = 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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use_camp = false
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meet = meet@col
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[remark@def]
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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out_restr = pri_a16_sr_noweap
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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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on_info66 = {+pri_b305_fifth_cam_start -pri_b305_kovalskiy_tp} walker@deal_talk %=teleport_npc(pri_a16_pri_b305_kovalskiy_walk) +pri_b305_kovalskiy_tp%
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meet = meet@col
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use_camp = false
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[walker@def]
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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out_restr = pri_a16_sr_noweap
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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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on_info66 = {+pri_b305_fifth_cam_start -pri_b305_kovalskiy_tp} walker@deal_talk %=teleport_npc(pri_a16_pri_b305_kovalskiy_walk) +pri_b305_kovalskiy_tp%
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use_camp = false
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meet = meet@col
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[meet@col]
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close_snd_hello = nil
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close_snd_bye = nil
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close_anim = nil
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close_victim = nil
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far_anim = nil
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far_victim = nil
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use = {=actor_enemy} false, true
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trade_enable = false
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allow_break = false
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meet_on_talking = false
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;************************************
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[logic@pri_b305_kovalskiy]
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active = walker@b305
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suitable = {-pri_b305_fifth_cam_end +pri_a25_rfi_source_eliminated =check_npc_name(kovalski)} true
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prior = 200
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[walker@b305]:walker@def
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path_walk = pri_b305_kovalskiy_walk
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path_look = pri_b305_kirillov_walk
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def_state_standing = wait_na
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meet = no_meet
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on_info = {-pri_b305_kovalski_incase_tp} remark@info_wait %=teleport_npc(pri_a16_pri_b305_kovalskiy_walk) +pri_b305_kovalski_incase_tp%
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;on_info2 = {+pri_b305_second_cam_ready -pri_b305_second_cam_end} remark@info_1 ;%=teleport_npc(pri_a16_pri_b305_kovalskiy_walk)%
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on_info3 = {+pri_b305_second_cam_end} animpoint@rest
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[remark@info_wait]:remark@def
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target = story | actor
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anim = wait_na
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on_info = {+pri_b305_second_cam_ready -pri_b305_second_cam_end} remark@info_1
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[remark@info_1]:remark@def
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target = story | pri_b305_actor_visual_2
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anim = wait_na
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on_info = {-pri_b305_kovalskiy_news_done} %=play_sound(pri_b305_kovalskiy_news) +pri_b305_kovalskiy_news_done%
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on_signal = sound_end | remark@info_2 %+pri_b305_kovalskiy_news_done_end%
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meet = no_meet
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on_info2 = {+pri_b305_second_cam_end} animpoint@rest
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[remark@info_2]:remark@def
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target = story | pri_b305_actor_visual_2
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anim = wait_na
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on_info = {+pri_b305_kirilov_strange_signal_done_end -pri_b305_kovalskiy_ask_coordinates_done} %=play_sound(pri_b305_kovalskiy_ask_coordinates) +pri_b305_kovalskiy_ask_coordinates_done%
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on_signal = sound_end | remark@info_3 %+pri_b305_kovalskiy_ask_coordinates_done_end +pri_b305_cam_2_kirilov_go%
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meet = no_meet
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on_info2 = {+pri_b305_second_cam_end} animpoint@rest
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[remark@info_3]:remark@def
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target = story | pri_a22_army_signaller
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anim = wait_na
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on_info = {+pri_b305_kirilov_give_coordinates_done_end -pri_b305_kovalskiy_think_of_attack_done} %=play_sound(pri_b305_kovalskiy_think_of_attack) +pri_b305_kovalskiy_think_of_attack_done%
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on_signal = sound_end | {-pri_b305_kovalskiy_think_of_attack_done_end} %+pri_b305_kovalskiy_think_of_attack_done_end%
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on_info2 = {+pri_b305_second_cam_end} animpoint@rest
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meet = no_meet
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[animpoint@rest]:animpoint@b305_def
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reach_movement = walk
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on_info = {+pri_b305_third_cam_go} walker@strelok_operation_start %=teleport_npc(pri_a16_pri_b305_kovalskiy_strelok_operation_walk) +fuck%
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;meet = no_meet
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[walker@strelok_operation_start]:walker@def
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path_walk = pri_b305_kovalskiy_strelok_operation_walk
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path_look = pri_b305_strelok_operation_look
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def_state_moving = sprint
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meet = no_meet
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on_game_timer = 30 | remark@strelok_operation_start
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[remark@strelok_operation_start]:remark@def
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target = path | pri_a16_pri_b305_strelok_operation_walk, 0
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anim = threat
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on_info = {+pri_b305_strelok_give_up_done_end -pri_b305_kovalskiy_who_are_you_done} %=play_sound(pri_b305_kovalskiy_who_are_you) +pri_b305_kovalskiy_who_are_you_done%
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on_signal = sound_end | remark@strelok_operation_sound2 %+pri_b305_kovalskiy_who_are_you_done_end%
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meet = no_meet
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[remark@strelok_operation_sound2]:remark@def
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target = path | pri_a16_pri_b305_strelok_operation_walk, 0
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anim = threat
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on_info = {+pri_b305_strelok_about_zone_destroying_done_end} remark@strelok_operation_weapon_down
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meet = no_meet
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[remark@strelok_operation_weapon_down]:remark@def
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target = path | pri_a16_pri_b305_strelok_operation_walk, 0
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anim = ward
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on_info = {+pri_b305_actor_emission_starts_done_end -pri_b305_kovalskiy_talk_in_safe_place_done} %=play_sound(pri_b305_kovalskiy_talk_in_safe_place) +pri_b305_kovalskiy_talk_in_safe_place_done%
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on_signal = sound_end | remark@wait %+pri_b305_kovalskiy_talk_in_safe_place_done_end%
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meet = no_meet
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[remark@wait]:remark@def
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target = path | pri_a16_pri_b305_strelok_operation_walk, 0
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anim = threat
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meet = no_meet
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on_info = {+pri_b305_fifth_cam_start -pri_b305_kovalskiy_tp} walker@deal_talk %+pri_b305_kovalskiy_tp =teleport_npc(pri_a16_pri_b305_kovalskiy_walk)%
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[walker@deal_talk]:walker@def
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path_walk = pri_b305_kovalskiy_walk
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path_look = pri_b305_kirillov_walk
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def_state_standing = wait_na
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on_info = {+pri_b305_actor_we_have_problems_done_end -pri_b305_kovalskiy_about_deal_done} %=play_sound(pri_b305_kovalskiy_about_deal) +pri_b305_kovalskiy_about_deal_done%
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on_signal = sound_end | remark@phrase_4 %+pri_b305_kovalskiy_about_deal_done_end%
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meet = no_meet
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[remark@phrase_4]:remark@def
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target = story | pri_b305_strelok
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anim = wait_na
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on_info = {+pri_b305_strelok_about_heli_done_end -pri_b305_kovalskiy_about_anomaly_map_done} %=play_sound(pri_b305_kovalskiy_about_anomaly_map) +pri_b305_kovalskiy_about_anomaly_map_done%
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on_signal = sound_end | remark@phrase_7 %+pri_b305_kovalskiy_about_anomaly_map_done_end%
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meet = no_meet
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[remark@phrase_7]:remark@def
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target = story | pri_b305_strelok
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anim = wait_na
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on_info = {+pri_b305_actor_wondered_done_end -pri_b305_kovalskiy_wondered_done} %=play_sound(pri_b305_kovalskiy_wondered) +pri_b305_kovalskiy_wondered_done%
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on_signal = sound_end | remark@phrase_10 %+pri_b305_kovalskiy_wondered_done_end%
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meet = no_meet
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[remark@phrase_10]:remark@def
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target = story | pri_b305_strelok
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anim = wait_na
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on_info = {+pri_b305_actor_need_center_to_know_done_end -pri_b305_kovalskiy_let_center_know_done} %=play_sound(pri_b305_kovalskiy_let_center_know) +pri_b305_kovalskiy_let_center_know_done%
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on_signal = sound_end | %+pri_b305_kovalskiy_let_center_know_done_end%
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meet = no_meet
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