115 lines
3.8 KiB
TeX
115 lines
3.8 KiB
TeX
[meet]
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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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close_distance = 0
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far_distance = 0
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use = {=actor_enemy} false, true
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allow_break = false
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trade_enable = false
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meet_on_talking = false
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;*******************************
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[logic@jup_b218_vano_in_suit]
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suitable = {=check_npc_name(jup_b218_vano_in_suit)}
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prior = 200
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active = walker@vano_arrive
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[walker@vano_arrive]
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path_walk = jup_b218_squad_member_arrive_walk
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path_look = jup_b218_squad_member_arrive_look
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def_state_standing = ward_noweap
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meet = no_meet
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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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on_game_timer = 50 | animpoint@vano_tower %=actor_friend%
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out_restr = jup_a6_sr_noweap_zulus
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on_info = {!npc_in_zone(jup_b15_sr_light)} %=teleport_npc(jup_a6_jup_b218_squad_member_arrive_walk)%
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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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[animpoint@vano_tower]
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cover_name = jup_b218_sc_vano
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meet = meet
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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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out_restr = jup_a6_sr_noweap_zulus
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on_info = {!npc_in_zone(jup_b15_sr_light)} %=teleport_npc(jup_a6_jup_b218_squad_member_arrive_walk)%
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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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;*******************************
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[logic@jup_b218_monolith_squad_leader]
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suitable = {=check_npc_name(jup_b4_monolith_squad_leader_duty_mon_skin) +jup_b218_monolith_hired} true, {=check_npc_name(jup_b4_monolith_squad_leader_freedom_mon_skin) +jup_b218_monolith_hired} true;, {=check_npc_name(jup_b4_monolith_squad_leader_freedom) +jup_b218_monolith_hired} true
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prior = 200
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active = walker@monolith_arrive
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[walker@monolith_arrive]
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path_walk = jup_b218_squad_member_arrive_walk
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path_look = jup_b218_squad_member_arrive_look
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on_info66 = {-jup_b218_monolith_new_friend} %+jup_b218_monolith_new_friend =actor_friend%
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def_state_standing = ward_noweap
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meet = no_meet
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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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on_game_timer = 50 | animpoint@monolith_tower
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out_restr = jup_a6_sr_noweap_zulus
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on_info = {!npc_in_zone(jup_b15_sr_light)} %=teleport_npc(jup_a6_jup_b218_squad_member_arrive_walk)%
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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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[animpoint@monolith_tower]
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cover_name = jup_b218_sc_monolith
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meet = meet
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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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out_restr = jup_a6_sr_noweap_zulus
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on_info = {!npc_in_zone(jup_b15_sr_light)} %=teleport_npc(jup_a6_jup_b218_squad_member_arrive_walk)%
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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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;*******************************
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[logic@jup_b218_sokolov_sci]
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suitable = {=check_npc_name(pri_a15_sokolov_sci)}
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prior = 200
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active = walker@sokolov_arrive
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[walker@sokolov_arrive]
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path_walk = jup_b218_squad_member_arrive_walk
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path_look = jup_b218_squad_member_arrive_look
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def_state_standing = ward_noweap
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meet = no_meet
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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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on_game_timer = 50 | animpoint@sokolov_tower
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out_restr = jup_a6_sr_noweap_zulus
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on_info = {!npc_in_zone(jup_b15_sr_light)} %=teleport_npc(jup_a6_jup_b218_squad_member_arrive_walk)%
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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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[animpoint@sokolov_tower]
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cover_name = jup_b218_sc_sokolov
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meet = meet
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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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out_restr = jup_a6_sr_noweap_zulus
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on_info = {!npc_in_zone(jup_b15_sr_light)} %=teleport_npc(jup_a6_jup_b218_squad_member_arrive_walk)%
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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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