e4s-sdk/gamedata/configs/scripts/evac/pri_a28_evac_squad.ltx
2026-06-17 23:06:51 +03:00

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TeX

#include "pri_a28_general.ltx"
[logic@pri_a28_evac_military_1]
active = camper@pri_a28_evac_military_1_wait
suitable = {+pri_b305_fifth_cam_end =check_npc_name(pri_a28_evac_com)} true, {+pri_b305_fifth_cam_end !is_alive(pri_a28_evac_com) =target_squad_name(pri_a28_evac_squad) =is_squad_commander} true
prior = 200
post_combat_time = 0,0
[camper@pri_a28_evac_military_1_wait]:walker@ignore
path_walk = evac_military_1_walk
path_look = evac_military_1_look
def_state_standing = hide_na
out_restr = pri_a28_scene_end_zone
invulnerable = true
on_info = {+pri_a28_squad_dead} camper@pri_a28_evac_military_1 %=clear_smart_terrain(pri_sim_2) +pri_a28_evac_squad_active%
on_info2 = {=dist_to_actor_le(150)} camper@pri_a28_evac_military_1 %=clear_smart_terrain(pri_sim_2) +pri_a28_evac_squad_active%
on_info3 = {+pri_a28_evac_done} camper@pri_a28_evac_military_1 %=clear_smart_terrain(pri_sim_2) +pri_a28_evac_squad_active%
[camper@pri_a28_evac_military_1]:walker@fight
path_walk = evac_military_1_walk
path_look = evac_military_1_look
def_state_standing = hide_na
out_restr = pri_a28_scene_end_zone
on_info = {+pri_a28_evac_come_close} %=play_sound(pri_a28_evac_come_close)%
on_info2 = {+pri_a28_evac_com_to_helicopter} %=play_sound(pri_a28_evac_com_to_helicopter)%
on_signal = sound_end | {-pri_a28_evac_come_close_done} %+pri_a28_evac_come_close_done%
[logic@pri_a28_evac_military_2]
active = camper@pri_a28_evac_military_2_wait
suitable = {+pri_b305_fifth_cam_end =target_squad_name(pri_a28_evac_squad) !check_npc_name(pri_a28_evac_com)} true, {+pri_b305_fifth_cam_end !is_alive(pri_a28_evac_com) =target_squad_name(pri_a28_evac_squad) !is_squad_commander} true
prior = 200
post_combat_time = 0,0
[camper@pri_a28_evac_military_2_wait]:walker@ignore
path_walk = evac_military_2_walk
path_look = evac_military_2_look
def_state_standing = hide_na
out_restr = pri_a28_scene_end_zone
on_info = {+pri_a28_evac_squad_active} camper@pri_a28_evac_military_2
[camper@pri_a28_evac_military_2]:walker@fight
path_walk = evac_military_2_walk
path_look = evac_military_2_look
def_state_standing = hide_na
out_restr = pri_a28_scene_end_zone
[logic@pri_a28_evac_military_3]
active = camper@pri_a28_evac_military_3_wait
suitable = {+pri_b305_fifth_cam_end =target_squad_name(pri_a28_evac_squad) !check_npc_name(pri_a28_evac_com)} true, {+pri_b305_fifth_cam_end !is_alive(pri_a28_evac_com) =target_squad_name(pri_a28_evac_squad) !is_squad_commander} true
prior = 200
post_combat_time = 0,0
[camper@pri_a28_evac_military_3_wait]:walker@ignore
path_walk = evac_military_3_walk
path_look = evac_military_3_look
def_state_standing = hide_na
out_restr = pri_a28_scene_end_zone
on_info = {+pri_a28_evac_squad_active} camper@pri_a28_evac_military_3
[camper@pri_a28_evac_military_3]:walker@fight
path_walk = evac_military_3_walk
path_look = evac_military_3_look
def_state_standing = hide_na
out_restr = pri_a28_scene_end_zone
[logic@pri_a28_evac_military_4]
active = camper@pri_a28_evac_military_4_wait
suitable = {+pri_b305_fifth_cam_end =target_squad_name(pri_a28_evac_squad) !check_npc_name(pri_a28_evac_com)} true, {+pri_b305_fifth_cam_end !is_alive(pri_a28_evac_com) =target_squad_name(pri_a28_evac_squad) !is_squad_commander} true
prior = 200
post_combat_time = 0,0
[camper@pri_a28_evac_military_4_wait]:walker@ignore
path_walk = evac_military_4_walk
path_look = evac_military_4_look
def_state_standing = hide_na
out_restr = pri_a28_scene_end_zone
on_info = {+pri_a28_evac_squad_active} camper@pri_a28_evac_military_4
[camper@pri_a28_evac_military_4]:walker@fight
path_walk = evac_military_4_walk
path_look = evac_military_4_look
def_state_standing = hide_na
out_restr = pri_a28_scene_end_zone