e4s-sdk/gamedata/configs/scripts/zaton/zat_b104_zombied_logic.ltx
2026-06-17 23:06:51 +03:00

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[logic@zat_b104_zombied_1_1]
active = walker@roam_1_1
suitable = {=target_squad_name(zat_b104_zombied_1) -zat_b104_task_end} true, {+zat_b104_task_end =check_npc_name(zombied)} true
prior = 200
post_combat_time = 0,0
;[danger@no_danger]
;ignore_distance = 2
;danger_inertion_time_grenade = 2000
;danger_inertion_time_hit = 2000
;danger_inertion_time_sound = 2000
;danger_inertion_time_ricochet = 0
[walker@roam_1_1]
path_walk = 1_roam_1_walk
on_actor_in_zone = zat_b104_sr_attack | walker@attack_1_1
combat_ignore_cond = {=dist_to_actor_ge(13)} true
combat_ignore_keep_when_attacked = false
;danger = danger@no_danger
[walker@attack_1_1]
path_walk = 1_attack_walk
on_info = {=dist_to_story_obj_ge(zat_b104_sr_attack:50)} walker@roam_1_1
;danger = danger@no_danger
[logic@zat_b104_zombied_1_2]
active = walker@roam_1_2
suitable = {=target_squad_name(zat_b104_zombied_1) -zat_b104_task_end} true, {+zat_b104_task_end =check_npc_name(zombied)} true
prior = 200
post_combat_time = 0,0
[walker@roam_1_2]
path_walk = 1_roam_2_walk
on_actor_in_zone = zat_b104_sr_attack | walker@attack_1_2
combat_ignore_cond = {=dist_to_actor_ge(13)} true
combat_ignore_keep_when_attacked = false
;danger = danger@no_danger
[walker@attack_1_2]
path_walk = 1_attack_walk
on_info = {=dist_to_story_obj_ge(zat_b104_sr_attack:50)} walker@roam_1_2
;danger = danger@no_danger
[logic@zat_b104_zombied_1_3]
active = walker@roam_1_3
suitable = {=target_squad_name(zat_b104_zombied_1) -zat_b104_task_end} true, {+zat_b104_task_end =check_npc_name(zombied)} true
prior = 190
post_combat_time = 0,0
[walker@roam_1_3]
path_walk = 1_roam_3_walk
on_actor_in_zone = zat_b104_sr_attack | walker@attack_1_3
combat_ignore_cond = {=dist_to_actor_ge(13)} true
combat_ignore_keep_when_attacked = false
;danger = danger@no_danger
[walker@attack_1_3]
path_walk = 1_attack_roam
on_info = {=dist_to_story_obj_ge(zat_b104_sr_attack:50)} walker@roam_1_3
;danger = danger@no_danger
[logic@zat_b104_zombied_1_4]
active = walker@roam_1_4
suitable = {=target_squad_name(zat_b104_zombied_1) -zat_b104_task_end} true, {+zat_b104_task_end =check_npc_name(zombied)} true
prior = 190
post_combat_time = 0,0
[walker@roam_1_4]
path_walk = 1_roam_4_walk
on_actor_in_zone = zat_b104_sr_attack | walker@attack_1_4
combat_ignore_cond = {=dist_to_actor_ge(13)} true
combat_ignore_keep_when_attacked = false
;danger = danger@no_danger
[walker@attack_1_4]
path_walk = 1_attack_roam
on_info = {=dist_to_story_obj_ge(zat_b104_sr_attack:50)} walker@roam_1_4
;danger = danger@no_danger
[logic@zat_b104_zombied_1_5]
active = walker@roam_1_5
suitable = {=target_squad_name(zat_b104_zombied_1) -zat_b104_task_end} true, {+zat_b104_task_end =check_npc_name(zombied)} true
prior = 190
post_combat_time = 0,0
[walker@roam_1_5]
path_walk = 1_roam_5_walk
on_actor_in_zone = zat_b104_sr_attack | walker@attack_1_5
combat_ignore_cond = {=dist_to_actor_ge(13)} true
combat_ignore_keep_when_attacked = false
;danger = danger@no_danger
[walker@attack_1_5]
path_walk = 1_attack_roam
on_info = {=dist_to_story_obj_ge(zat_b104_sr_attack:50)} walker@roam_1_5
;danger = danger@no_danger
[logic@zat_b104_zombied_1_6]
active = walker@roam_1_6
suitable = {=target_squad_name(zat_b104_zombied_1) -zat_b104_task_end} true, {+zat_b104_task_end =check_npc_name(zombied)} true
prior = 190
post_combat_time = 0,0
[walker@roam_1_6]
path_walk = 1_roam_6_walk
on_actor_in_zone = zat_b104_sr_attack | walker@attack_1_6
combat_ignore_cond = {=dist_to_actor_ge(13)} true
combat_ignore_keep_when_attacked = false
;danger = danger@no_danger
[walker@attack_1_6]
path_walk = 1_attack_roam
on_info = {=dist_to_story_obj_ge(zat_b104_sr_attack:50)} walker@roam_1_6
;danger = danger@no_danger
[logic@zat_b104_zombied_1_7]
active = walker@roam_1_7
suitable = {=target_squad_name(zat_b104_zombied_1) -zat_b104_task_end} true, {+zat_b104_task_end =check_npc_name(zombied)} true
prior = 190
post_combat_time = 0,0
[walker@roam_1_7]
path_walk = 1_roam_7_walk
on_actor_in_zone = zat_b104_sr_attack | walker@attack_1_7
combat_ignore_cond = {=dist_to_actor_ge(13)} true
combat_ignore_keep_when_attacked = false
;danger = danger@no_danger
[walker@attack_1_7]
path_walk = 1_attack_roam
on_info = {=dist_to_story_obj_ge(zat_b104_sr_attack:50)} walker@roam_1_7
;danger = danger@no_danger
[logic@zat_b104_zombied_2_1]
active = walker@roam_2_1
suitable = {=target_squad_name(zat_b104_zombied_2) -zat_b104_task_end} true, {+zat_b104_task_end =check_npc_name(zombied)} true
prior = 200
post_combat_time = 0,0
[walker@roam_2_1]
path_walk = 2_roam_1_walk
on_actor_in_zone = zat_b104_sr_attack | walker@attack_2_1
combat_ignore_cond = {=dist_to_actor_ge(13)} true
combat_ignore_keep_when_attacked = false
;danger = danger@no_danger
[walker@attack_2_1]
path_walk = 2_attack_walk
on_info = {=dist_to_story_obj_ge(zat_b104_sr_attack:50)} walker@roam_2_1
;danger = danger@no_danger
[logic@zat_b104_zombied_2_2]
active = walker@roam_2_2
suitable = {=target_squad_name(zat_b104_zombied_2) -zat_b104_task_end} true, {+zat_b104_task_end =check_npc_name(zombied)} true
prior = 200
post_combat_time = 0,0
[walker@roam_2_2]
path_walk = 1_roam_2_walk
on_actor_in_zone = zat_b104_sr_attack | walker@attack_2_2
combat_ignore_cond = {=dist_to_actor_ge(13)} true
combat_ignore_keep_when_attacked = false
;danger = danger@no_danger
[walker@attack_2_2]
path_walk = 2_attack_walk
on_info = {=dist_to_story_obj_ge(zat_b104_sr_attack:50)} walker@roam_2_2
;danger = danger@no_danger
[logic@zat_b104_zombied_2_3]
active = walker@roam_2_3
suitable = {=target_squad_name(zat_b104_zombied_2) -zat_b104_task_end} true, {+zat_b104_task_end =check_npc_name(zombied)} true
prior = 190
post_combat_time = 0,0
[walker@roam_2_3]
path_walk = 2_roam_3_walk
on_actor_in_zone = zat_b104_sr_attack | walker@attack_2_3
combat_ignore_cond = {=dist_to_actor_ge(13)} true
combat_ignore_keep_when_attacked = false
;danger = danger@no_danger
[walker@attack_2_3]
path_walk = 2_attack_roam
on_info = {=dist_to_story_obj_ge(zat_b104_sr_attack:50)} walker@roam_2_3
;danger = danger@no_danger
[logic@zat_b104_zombied_2_4]
active = walker@roam_2_4
suitable = {=target_squad_name(zat_b104_zombied_2) -zat_b104_task_end} true, {+zat_b104_task_end =check_npc_name(zombied)} true
prior = 190
post_combat_time = 0,0
[walker@roam_2_4]
path_walk = 2_roam_4_walk
on_actor_in_zone = zat_b104_sr_attack | walker@attack_2_4
combat_ignore_cond = {=dist_to_actor_ge(13)} true
combat_ignore_keep_when_attacked = false
;danger = danger@no_danger
[walker@attack_2_4]
path_walk = 2_attack_roam
on_info = {=dist_to_story_obj_ge(zat_b104_sr_attack:50)} walker@roam_2_4
;danger = danger@no_danger
[logic@zat_b104_zombied_2_5]
active = walker@roam_2_5
suitable = {=target_squad_name(zat_b104_zombied_2) -zat_b104_task_end} true, {+zat_b104_task_end =check_npc_name(zombied)} true
prior = 190
post_combat_time = 0,0
[walker@roam_2_5]
path_walk = 2_roam_5_walk
on_actor_in_zone = zat_b104_sr_attack | walker@attack_2_5
combat_ignore_cond = {=dist_to_actor_ge(13)} true
combat_ignore_keep_when_attacked = false
;danger = danger@no_danger
[walker@attack_2_5]
path_walk = 2_attack_roam
on_info = {=dist_to_story_obj_ge(zat_b104_sr_attack:50)} walker@roam_2_5
;danger = danger@no_danger
[logic@zat_b104_zombied_2_6]
active = walker@roam_2_6
suitable = {=target_squad_name(zat_b104_zombied_2) -zat_b104_task_end} true, {+zat_b104_task_end =check_npc_name(zombied)} true
prior = 190
post_combat_time = 0,0
[walker@roam_2_6]
path_walk = 2_roam_6_walk
on_actor_in_zone = zat_b104_sr_attack | walker@attack_2_6
combat_ignore_cond = {=dist_to_actor_ge(13)} true
combat_ignore_keep_when_attacked = false
;danger = danger@no_danger
[walker@attack_2_6]
path_walk = 2_attack_roam
on_info = {=dist_to_story_obj_ge(zat_b104_sr_attack:50)} walker@roam_2_6
;danger = danger@no_danger
[logic@zat_b104_zombied_2_7]
active = walker@roam_2_7
suitable = {=target_squad_name(zat_b104_zombied_2) -zat_b104_task_end} true, {+zat_b104_task_end =check_npc_name(zombied)} true
prior = 190
post_combat_time = 0,0
[walker@roam_2_7]
path_walk = 2_roam_7_walk
on_actor_in_zone = zat_b104_sr_attack | walker@attack_2_7
combat_ignore_cond = {=dist_to_actor_ge(13)} true
combat_ignore_keep_when_attacked = false
;danger = danger@no_danger
[walker@attack_2_7]
path_walk = 2_attack_roam
on_info = {=dist_to_story_obj_ge(zat_b104_sr_attack:50)} walker@roam_2_7
;danger = danger@no_danger
[logic@zat_b104_zombied_3_1]
active = walker@roam_3_1
suitable = {=target_squad_name(zat_b104_zombied_3) -zat_b104_task_end} true, {+zat_b104_task_end =check_npc_name(zombied)} true
prior = 200
post_combat_time = 0,0
[walker@roam_3_1]
path_walk = 3_roam_1_walk
on_actor_in_zone = zat_b104_sr_attack | walker@attack_3_1
combat_ignore_cond = {=dist_to_actor_ge(13)} true
combat_ignore_keep_when_attacked = false
;danger = danger@no_danger
[walker@attack_3_1]
path_walk = 3_attack_walk
on_info = {=dist_to_story_obj_ge(zat_b104_sr_attack:50)} walker@roam_3_1
;danger = danger@no_danger
[logic@zat_b104_zombied_3_2]
active = walker@roam_3_2
suitable = {=target_squad_name(zat_b104_zombied_3) -zat_b104_task_end} true, {+zat_b104_task_end =check_npc_name(zombied)} true
prior = 200
post_combat_time = 0,0
[walker@roam_3_2]
path_walk = 1_roam_3_walk
on_actor_in_zone = zat_b104_sr_attack | walker@attack_3_2
combat_ignore_cond = {=dist_to_actor_ge(13)} true
combat_ignore_keep_when_attacked = false
;danger = danger@no_danger
[walker@attack_3_2]
path_walk = 3_attack_walk
on_info = {=dist_to_story_obj_ge(zat_b104_sr_attack:50)} walker@roam_3_2
;danger = danger@no_danger
[logic@zat_b104_zombied_3_3]
active = walker@roam_3_3
suitable = {=target_squad_name(zat_b104_zombied_3) -zat_b104_task_end} true, {+zat_b104_task_end =check_npc_name(zombied)} true
prior = 190
post_combat_time = 0,0
[walker@roam_3_3]
path_walk = 3_roam_3_walk
on_actor_in_zone = zat_b104_sr_attack | walker@attack_3_3
combat_ignore_cond = {=dist_to_actor_ge(13)} true
combat_ignore_keep_when_attacked = false
;danger = danger@no_danger
[walker@attack_3_3]
path_walk = 3_attack_roam
on_info = {=dist_to_story_obj_ge(zat_b104_sr_attack:50)} walker@roam_3_3
;danger = danger@no_danger
[logic@zat_b104_zombied_3_4]
active = walker@roam_3_4
suitable = {=target_squad_name(zat_b104_zombied_3) -zat_b104_task_end} true, {+zat_b104_task_end =check_npc_name(zombied)} true
prior = 190
post_combat_time = 0,0
[walker@roam_3_4]
path_walk = 3_roam_4_walk
on_actor_in_zone = zat_b104_sr_attack | walker@attack_3_4
combat_ignore_cond = {=dist_to_actor_ge(13)} true
combat_ignore_keep_when_attacked = false
;danger = danger@no_danger
[walker@attack_3_4]
path_walk = 3_attack_roam
on_info = {=dist_to_story_obj_ge(zat_b104_sr_attack:50)} walker@roam_3_4
;danger = danger@no_danger
[logic@zat_b104_zombied_3_5]
active = walker@roam_3_5
suitable = {=target_squad_name(zat_b104_zombied_3) -zat_b104_task_end} true, {+zat_b104_task_end =check_npc_name(zombied)} true
prior = 190
post_combat_time = 0,0
[walker@roam_3_5]
path_walk = 3_roam_5_walk
on_actor_in_zone = zat_b104_sr_attack | walker@attack_3_5
combat_ignore_cond = {=dist_to_actor_ge(13)} true
combat_ignore_keep_when_attacked = false
;danger = danger@no_danger
[walker@attack_3_5]
path_walk = 3_attack_roam
on_info = {=dist_to_story_obj_ge(zat_b104_sr_attack:50)} walker@roam_3_5
;danger = danger@no_danger
[logic@zat_b104_zombied_3_6]
active = walker@roam_3_6
suitable = {=target_squad_name(zat_b104_zombied_3) -zat_b104_task_end} true, {+zat_b104_task_end =check_npc_name(zombied)} true
prior = 190
post_combat_time = 0,0
[walker@roam_3_6]
path_walk = 3_roam_6_walk
on_actor_in_zone = zat_b104_sr_attack | walker@attack_3_6
combat_ignore_cond = {=dist_to_actor_ge(13)} true
combat_ignore_keep_when_attacked = false
;danger = danger@no_danger
[walker@attack_3_6]
path_walk = 3_attack_roam
on_info = {=dist_to_story_obj_ge(zat_b104_sr_attack:50)} walker@roam_3_6
;danger = danger@no_danger
[logic@zat_b104_zombied_3_7]
active = walker@roam_3_7
suitable = {=target_squad_name(zat_b104_zombied_3) -zat_b104_task_end} true, {+zat_b104_task_end =check_npc_name(zombied)} true
prior = 190
post_combat_time = 0,0
[walker@roam_3_7]
path_walk = 3_roam_7_walk
on_actor_in_zone = zat_b104_sr_attack | walker@attack_3_7
combat_ignore_cond = {=dist_to_actor_ge(13)} true
combat_ignore_keep_when_attacked = false
;danger = danger@no_danger
[walker@attack_3_7]
path_walk = 3_attack_roam
on_info = {=dist_to_story_obj_ge(zat_b104_sr_attack:50)} walker@roam_3_7
;danger = danger@no_danger