76 lines
2 KiB
TeX
76 lines
2 KiB
TeX
[logic]
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active = walker@stoop
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[walker@threat]
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path_walk = walk_6
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path_look = look_6
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def_state_moving1 = raid
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def_state_moving2 = raid
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def_state_moving3 = raid
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def_state_standing = threat
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combat_ignore_cond = true
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on_game_timer = 100 | walker@stoop
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on_info = {+cover_test_attack} patrol
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[walker@stoop]
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danger = danger
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path_walk = walk_stoop
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path_look = look_stoop
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def_state_moving1 = walk
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def_state_moving2 = walk
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def_state_moving3 = walk
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def_state_standing = wait_na
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combat_ignore_cond = true
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;on_signal = stoop | animpoint@in %+test_cutscene_start%
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on_game_timer = 100 | animpoint@in
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[animpoint@in]
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combat_ignore_cond = true
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cover_name = animpoint_radio_1
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meet = no_meet
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avail_animations = pri_a22_colonel_lean_on_table
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on_info = {+pri_a22_kovalski_speak} %=play_sound(pri_a22_colonel_about_situation)%
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on_signal = sound_end | remark@talk
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[remark@talk]
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danger = danger
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meet = no_meet
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combat_ignore_cond = true
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target = story | pri_a17_military_colonel_kovalski
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anim = ward_noweap
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on_game_timer = 15 | {-test_sound_2_play} %+test_sound_2_play =play_sound(pri_a22_colonel_about_rfi_and_lost_suad)%
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on_signal = sound_end | remark@fold_arms
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[remark@fold_arms]
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danger = danger
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meet = no_meet
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combat_ignore_cond = true
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target = story | pri_a17_military_colonel_kovalski
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anim = fold_arms
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on_game_timer = 10 | {-test_sound_3_play} %+test_sound_3_play =play_sound(pri_a22_colonel_give_task)%
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on_signal = sound_end | walker
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[walker@fold_arms]
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danger = danger
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meet = no_meet
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combat_ignore_cond = true
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path_walk = side_walk
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path_look = side_look
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def_state_moving1 = walk
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def_state_moving2 = walk
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def_state_moving3 = walk
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def_state_standing = fold_arms
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on_game_timer = 10 | {-test_sound_3_play} %+test_sound_3_play =play_sound(pri_a22_colonel_give_task)%
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on_signal = sound_end | walker
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[walker]
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path_walk = walk_6
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path_look = look_6
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def_state_moving1 = walk
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def_state_moving2 = walk
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def_state_moving3 = walk
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def_state_standing = wait
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combat_ignore_cond = true
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[danger]
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ignore_distance = 0
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