e4s-sdk/gamedata/configs/scripts/pripyat/pri_a16_recon_squad.ltx
2026-06-17 23:06:51 +03:00

77 lines
3.1 KiB
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[logic@pri_a16_recon_1]
suitable = {-pri_b305_fifth_cam_end =check_npc_name(pri_a17_military_lieutenant_podorojniy)} true
prior = 200
active = animpoint@base_1
[logic@pri_a16_recon_2]
suitable = {-pri_a17_actor_has_gauss_rifle -pri_b305_fifth_cam_end =target_squad_name(pri_a17_recon_squad) !check_npc_name(pri_a17_military_captain_tarasov)} true
prior = 200
active = animpoint@base_2
[logic@pri_a16_recon_3]
suitable = {-pri_b305_fifth_cam_end =check_npc_name(pri_a17_military_prapor_valentyr)} true
prior = 200
active = animpoint@base_3
[meet@pri_a17_recon_squad_talk_with_commander]
close_snd_hello = nil
close_snd_bye = nil
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
snd_on_use = pri_a17_recon_squad_talk_with_commander
abuse = false
use = false
[animpoint@def]
reach_movement = walk_noweap
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
use_camp = true
meet = meet@pri_a17_recon_squad_talk_with_commander
out_restr = pri_a16_sr_noweap
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
[animpoint@base_1]:animpoint@def
cover_name = pri_a16_animp_1
on_info = {+pri_a25_rfi_source_eliminated -pri_b305_army_what_freezer_done_end} animpoint@b305_role_1
[animpoint@base_2]:animpoint@def
cover_name = pri_a16_animp_2
on_info = {+pri_a25_rfi_source_eliminated -pri_b305_army_what_freezer_done_end} animpoint@b305_role_2
[animpoint@base_3]:animpoint@def
cover_name = pri_a16_animp_3
on_info = {+pri_a25_rfi_source_eliminated -pri_b305_army_what_freezer_done_end} animpoint@b305_role_3
[animpoint@b305_role_1]:animpoint@def
cover_name = pri_a16_animp_1
use_camp = false
on_info = {-pri_b305_mil_conversation} %+pri_b305_mil_conversation%
on_info2 = {+pri_b305_medik_in_freezer_done_end -pri_b305_army_what_freezer_done} %=play_sound(pri_b305_army_what_freezer) +pri_b305_army_what_freezer_done%
on_info3 = {+pri_b305_second_cam_start} animpoint@base_1
on_signal = sound_end | {-pri_b305_army_what_freezer_done_end} animpoint@base_1 %+pri_b305_army_what_freezer_done_end%
[animpoint@b305_role_2]:animpoint@def
cover_name = pri_a16_animp_2
use_camp = false
on_info = {-pri_b305_mil_conversation} %+pri_b305_mil_conversation%
on_info2 = {+pri_b305_medik_in_freezer_done_end -pri_b305_army_what_freezer_done} %=play_sound(pri_b305_army_what_freezer) +pri_b305_army_what_freezer_done%
on_info3 = {+pri_b305_second_cam_start} animpoint@base_2
on_signal = sound_end | {-pri_b305_army_what_freezer_done_end} animpoint@base_2 %+pri_b305_army_what_freezer_done_end%
[animpoint@b305_role_3]:animpoint@def
cover_name = pri_a16_animp_3
use_camp = false
on_info = {-pri_b305_mil_conversation} %+pri_b305_mil_conversation%
on_info2 = {+pri_b305_medik_in_freezer_done_end -pri_b305_army_what_freezer_done} %=play_sound(pri_b305_army_what_freezer) +pri_b305_army_what_freezer_done%
on_info3 = {+pri_b305_second_cam_start} animpoint@base_3
on_signal = sound_end | {-pri_b305_army_what_freezer_done_end} animpoint@base_3 %+pri_b305_army_what_freezer_done_end%