75 lines
1.8 KiB
TeX
75 lines
1.8 KiB
TeX
[logic]
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;active = animpoint
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active = walker@1
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;relation = friend
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;level_spot = quest_npc
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[animpoint]
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on_info = {+test_info_1} walker@1, {+test_info_2} animpoint@1
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cover_name = level_prefix_smart_cover
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use_camp = false
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avail_animations = jup_b10_drunk_ravings
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can_select_weapon = false
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[walker@1]
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on_info = {+test_info_1} walker@2
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path_walk = path_walk_3
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meet = meet@1
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[walker@2]
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on_info = {-test_info_1} walker@1
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path_walk = path_walk_3
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meet = meet@2
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;combat_ignore_cond = true
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;combat_ignore_keep_when_attacked = true
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;on_info={=is_shooting_finished} walker@2
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;invulnerable = true
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;meet = meet@main
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;meet = meet@minigame_crowkiller
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[animpoint@1]
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cover_name = level_prefix_smart_cover
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on_info = {-test_info_2} animpoint
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use_camp = false
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avail_animations = jup_b10_drunk_ravings
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;combat_ignore_cond = true
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;combat_ignore_keep_when_attacked = true
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;on_info={!is_shooting_finished} walker@1
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;invulnerable = true
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;meet = meet@after_game
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;for shooting
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[meet@1]
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allow_break = false
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use = true
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[meet@2]
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allow_break = true
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use = true
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[meet@after_game]
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meet_state = 2|nil@actor
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meet_state_wpn = 2|nil@actor
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victim = 2|actor
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victim_wpn = 2|actor
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use = {=dist_to_actor_le(2.5) +agr_shooting_door_exit} self %-agr_shooting_door_exit%
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use_wpn = {=dist_to_actor_le(2.5) +agr_shooting_door_exit} self %-agr_shooting_door_exit%
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precond = visibility
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allow_break = false
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trade_enable = false
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sound_stop = agr_duty_weaponmaster_meet_bye
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quest_npc = true
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;for crowkiller
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[meet@minigame_crowkiller]
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use_wpn = {!is_playing_sound} true, false
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use = {!is_playing_sound} true, false
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victim = 20 | actor
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victim_wpn = 20 | actor
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trade_enable = false
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allow_break = false
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meet_state = 5|nil@nil
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sound_start = gar_bandit_bookmaker_meet
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sound_stop = gar_bandit_bookmaker_meet_bye
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quest_npc = true
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