107 lines
No EOL
3.4 KiB
TeX
107 lines
No EOL
3.4 KiB
TeX
[logic@work_1]
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active = walker@zombied_1
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suitable = {=target_squad_name(jup_b203_zombied_squad)} true
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prior = 200
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[walker@zombied_1]
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path_walk = zombied_1_1_walk
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path_look = zombied_1_1_look
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out_restr = jup_b203_zombied_restr_1
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def_state_standing = guard_na
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sound_idle = state
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combat_ignore_cond = = {=check_enemy_name(sim_default)} true
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;------------------------- 2 ------------------------------
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[logic@work_2]
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active = walker@zombied_2
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suitable = {=target_squad_name(jup_b203_zombied_squad)} true
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prior = 200
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[walker@zombied_2]
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path_walk = zombied_2_1_walk
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path_look = zombied_2_1_look
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out_restr = jup_b203_zombied_restr_1
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def_state_standing = guard_na
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sound_idle = state
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combat_ignore_cond = = {=check_enemy_name(sim_default)} true
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;------------------------- 3 ------------------------------
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[logic@work_3]
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active = walker@zombied_3
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suitable = {=target_squad_name(jup_b203_zombied_squad)} true
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prior = 200
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on_hit = hit_3
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[walker@zombied_3]
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path_walk = zombied_3_1_walk
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path_look = zombied_3_1_look
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out_restr = jup_b203_zombied_restr_2
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def_state_standing = guard_na
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sound_idle = state
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combat_ignore_cond = {=is_enemy_actor -jup_b203_damaged_room_1} true, {=check_enemy_name(sim_default)} true
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on_info = {=actor_in_zone(jup_b203_zombied_restr_1) -jup_b203_damaged_room_1} %+jup_b203_damaged_room_1%
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[hit_3]
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on_info = {=hit_by_actor -jup_b203_damaged_room_1} %+jup_b203_damaged_room_1%
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;------------------------- 4 ------------------------------
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[logic@work_4]
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active = walker@zombied_4
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suitable = {=target_squad_name(jup_b203_zombied_squad)} true
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prior = 200
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on_hit = hit_4
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[walker@zombied_4]
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path_walk = zombied_4_1_walk
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path_look = zombied_4_1_look
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out_restr = jup_b203_zombied_restr_2
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def_state_standing = guard_na
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sound_idle = state
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combat_ignore_cond = {=is_enemy_actor -jup_b203_damaged_room_1} true, {=check_enemy_name(sim_default)} true
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on_info = {=actor_in_zone(jup_b203_zombied_restr_1) -jup_b203_damaged_room_1} %+jup_b203_damaged_room_1%
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[hit_4]
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on_info = {=hit_by_actor -jup_b203_damaged_room_1} %+jup_b203_damaged_room_1%
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;------------------------- 5 ------------------------------
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[logic@work_5]
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active = walker@zombied_5
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suitable = {=target_squad_name(jup_b203_zombied_squad)} true
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prior = 200
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on_hit = hit_5
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[walker@zombied_5]
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path_walk = zombied_5_1_walk
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path_look = zombied_5_1_look
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out_restr = jup_b203_zombied_restr_2
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def_state_standing = guard_na
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sound_idle = state
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combat_ignore_cond = {=is_enemy_actor -jup_b203_damaged_room_1} true, {=check_enemy_name(sim_default)} true
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on_info = {=actor_in_zone(jup_b203_zombied_restr_1) -jup_b203_damaged_room_1} %+jup_b203_damaged_room_1%
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[hit_5]
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on_info = {=hit_by_actor -jup_b203_damaged_room_1} %+jup_b203_damaged_room_1%
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;------------------------- 6 ------------------------------
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[logic@work_6]
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active = walker@zombied_6
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suitable = {=target_squad_name(jup_b203_zombied_squad)} true
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prior = 200
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on_hit = hit_6
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[walker@zombied_6]
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path_walk = zombied_6_1_walk
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path_look = zombied_6_1_look
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out_restr = jup_b203_zombied_restr_3
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def_state_standing = guard_na
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sound_idle = state
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combat_ignore_cond = {=is_enemy_actor -jup_b203_damaged_room_2} true, {=check_enemy_name(sim_default)} true
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on_info = {=actor_in_zone(jup_b203_zombied_restr_2) -jup_b203_damaged_room_2} %+jup_b203_damaged_room_2%
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[hit_6]
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on_info = {=hit_by_actor -jup_b203_damaged_room_2} %+jup_b203_damaged_room_2% |