e4s-sdk/gamedata/configs/scripts/pripyat/pri_a18_terrain_ex_w.ltx
2026-06-17 23:06:51 +03:00

402 lines
13 KiB
TeX

[hit]
on_info = %+pri_a18_hit_pray_squad%
[logic@monolith_1]
active = walker@monolith_1_teleport
suitable = {=target_squad_name(pri_a18_monolith_idol_squad)} true
prior = 70
on_hit = hit
[walker@monolith_1_teleport]
corpse_detection_enabled = false
path_walk = pri_a18_monolith_1_walk
on_info = walker@pri_a18_start_1 %=teleport_npc(pri_a18_smart_terrain_pri_a18_monolith_1_walk)%
[walker@pri_a18_start_1]
corpse_detection_enabled = false
gather_items_enabled = false
path_walk = pri_a18_monolith_1_walk
path_look = pri_a18_monolith_1_look
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
on_info = {-pri_a18_hit_pray_squad} %=play_sound(pri_a18_monolith_pray)%
on_info2 = {+pri_a18_hit_pray_squad} walker@pri_a18_start_1_timer
[walker@pri_a18_start_1_timer]
corpse_detection_enabled = false
gather_items_enabled = false
path_walk = pri_a18_monolith_1_walk
path_look = pri_a18_monolith_1_look
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
on_game_timer = 25 | walker@pri_a18_start_1_combat
[walker@pri_a18_start_1_combat]
corpse_detection_enabled = false
gather_items_enabled = false
path_walk = pri_a18_monolith_1_walk
path_look = pri_a18_monolith_1_look
;-------------
[logic@monolith_2]
active = walker@monolith_2_teleport
suitable = {=target_squad_name(pri_a18_monolith_idol_squad)} true
prior = 70
on_hit = hit
[walker@monolith_2_teleport]
corpse_detection_enabled = false
gather_items_enabled = false
path_walk = pri_a18_monolith_2_walk
on_info = walker@pri_a18_start_2 %=teleport_npc(pri_a18_smart_terrain_pri_a18_monolith_2_walk)%
[walker@pri_a18_start_2]
corpse_detection_enabled = false
gather_items_enabled = false
path_walk = pri_a18_monolith_2_walk
path_look = pri_a18_monolith_2_look
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
on_info = {+pri_a18_hit_pray_squad} walker@pri_a18_start_2_timer
[walker@pri_a18_start_2_timer]
corpse_detection_enabled = false
gather_items_enabled = false
path_walk = pri_a18_monolith_2_walk
path_look = pri_a18_monolith_2_look
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
on_game_timer = 25 | walker@pri_a18_start_2_combat
[walker@pri_a18_start_2_combat]
corpse_detection_enabled = false
gather_items_enabled = false
path_walk = pri_a18_monolith_2_walk
path_look = pri_a18_monolith_2_look
;-------------
[logic@monolith_3]
active = walker@monolith_3_teleport
suitable = {=target_squad_name(pri_a18_monolith_idol_squad)} true
prior = 70
on_hit = hit
[walker@monolith_3_teleport]
corpse_detection_enabled = false
gather_items_enabled = false
path_walk = pri_a18_monolith_3_walk
on_info = walker@pri_a18_start_3 %=teleport_npc(pri_a18_smart_terrain_pri_a18_monolith_3_walk)%
[walker@pri_a18_start_3]
corpse_detection_enabled = false
gather_items_enabled = false
path_walk = pri_a18_monolith_3_walk
path_look = pri_a18_monolith_3_look
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
on_info = {+pri_a18_hit_pray_squad} walker@pri_a18_start_3_timer
[walker@pri_a18_start_3_timer]
corpse_detection_enabled = false
gather_items_enabled = false
path_walk = pri_a18_monolith_3_walk
path_look = pri_a18_monolith_3_look
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
on_game_timer = 25 | walker@pri_a18_start_3_combat
[walker@pri_a18_start_3_combat]
corpse_detection_enabled = false
gather_items_enabled = false
path_walk = pri_a18_monolith_3_walk
path_look = pri_a18_monolith_3_look
;-------------
[logic@monolith_4]
active = walker@monolith_4_teleport
suitable = {=target_squad_name(pri_a18_monolith_idol_squad)} true
prior = 70
on_hit = hit
[walker@monolith_4_teleport]
corpse_detection_enabled = false
gather_items_enabled = false
path_walk = pri_a18_monolith_4_walk
on_info = walker@pri_a18_start_4 %=teleport_npc(pri_a18_smart_terrain_pri_a18_monolith_4_walk)%
[walker@pri_a18_start_4]
corpse_detection_enabled = false
gather_items_enabled = false
path_walk = pri_a18_monolith_4_walk
path_look = pri_a18_monolith_4_look
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
on_info = {+pri_a18_hit_pray_squad} walker@pri_a18_start_4_timer
[walker@pri_a18_start_4_timer]
corpse_detection_enabled = false
gather_items_enabled = false
path_walk = pri_a18_monolith_4_walk
path_look = pri_a18_monolith_4_look
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
on_game_timer = 25 | walker@pri_a18_start_4_combat
[walker@pri_a18_start_4_combat]
corpse_detection_enabled = false
gather_items_enabled = false
path_walk = pri_a18_monolith_4_walk
path_look = pri_a18_monolith_4_look
;-------------
[logic@monolith_5]
active = walker@monolith_5_teleport
suitable = {=target_squad_name(pri_a18_monolith_idol_squad)} true
prior = 70
on_hit = hit
[walker@monolith_5_teleport]
corpse_detection_enabled = false
gather_items_enabled = false
path_walk = pri_a18_monolith_5_walk
on_info = walker@pri_a18_start_5 %=teleport_npc(pri_a18_smart_terrain_pri_a18_monolith_5_walk)%
[walker@pri_a18_start_5]
corpse_detection_enabled = false
gather_items_enabled = false
path_walk = pri_a18_monolith_5_walk
path_look = pri_a18_monolith_5_look
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
on_info = {+pri_a18_hit_pray_squad} walker@pri_a18_start_5_timer
[walker@pri_a18_start_5_timer]
corpse_detection_enabled = false
gather_items_enabled = false
path_walk = pri_a18_monolith_5_walk
path_look = pri_a18_monolith_5_look
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
on_game_timer = 25 | walker@pri_a18_start_5_combat
[walker@pri_a18_start_5_combat]
corpse_detection_enabled = false
gather_items_enabled = false
path_walk = pri_a18_monolith_5_walk
path_look = pri_a18_monolith_5_look
;-------------
[logic@monolith_post_guard_1]
active = walker@post_guard_1_teleport
suitable = {=target_squad_name(pri_a18_monolith_post_guard_squad)} true
prior = 70
on_hit = combat
[combat]
on_info = %+pri_a18_post_guard_combat%
[walker@post_guard_1_teleport]
corpse_detection_enabled = false
gather_items_enabled = false
path_walk = pri_a18_monolith_1_post_guard_walk
on_info = walker@post_guard_1 %=teleport_npc(pri_a18_smart_terrain_pri_a18_monolith_1_post_guard_walk)%
[walker@post_guard_1]
corpse_detection_enabled = false
gather_items_enabled = false
path_walk = pri_a18_monolith_1_post_guard_walk
path_look = pri_a18_monolith_1_post_guard_look
out_restr = pri_a18_post_quard_out_restrictor
combat_ignore_cond = true
on_info = {+pri_a18_post_guard_combat} walker@post_guard_12
on_info2 = {=enemy_in_zone(pri_a18_enter_restrictor)} %+pri_a18_post_guard_combat%
[walker@post_guard_12]
corpse_detection_enabled = false
gather_items_enabled = false
path_walk = pri_a18_monolith_1_post_guard_walk
out_restr = pri_a18_post_quard_out_restrictor
;-------------
[logic@monolith_post_guard_2]
active = walker@post_guard_2_teleport
suitable = {=target_squad_name(pri_a18_monolith_post_guard_squad)} true
prior = 70
on_hit = combat
[walker@post_guard_2_teleport]
corpse_detection_enabled = false
gather_items_enabled = false
path_walk = pri_a18_monolith_2_post_guard_walk
on_info = walker@post_guard_2 %=teleport_npc(pri_a18_smart_terrain_pri_a18_monolith_2_post_guard_walk)%
[walker@post_guard_2]
corpse_detection_enabled = false
gather_items_enabled = false
path_walk = pri_a18_monolith_2_post_guard_walk
path_look = pri_a18_monolith_2_post_guard_look
out_restr = pri_a18_post_quard_out_restrictor
combat_ignore_cond = true
on_info = {+pri_a18_post_guard_combat} walker@post_guard_22
on_info2 = {=enemy_in_zone(pri_a18_enter_restrictor)} %+pri_a18_post_guard_combat%
[walker@post_guard_22]
corpse_detection_enabled = false
gather_items_enabled = false
path_walk = pri_a18_monolith_2_post_guard_walk
out_restr = pri_a18_post_quard_out_restrictor
;-------------
[logic@monolith_post_guard_3]
active = walker@post_guard_3_teleport
suitable = {=target_squad_name(pri_a18_monolith_post_guard_squad)} true
prior = 70
on_hit = combat
[walker@post_guard_3_teleport]
corpse_detection_enabled = false
gather_items_enabled = false
path_walk = pri_a18_monolith_3_post_guard_walk
on_info = walker@post_guard_3 %=teleport_npc(pri_a18_smart_terrain_pri_a18_monolith_3_post_guard_walk)%
[walker@post_guard_3]
corpse_detection_enabled = false
gather_items_enabled = false
path_walk = pri_a18_monolith_3_post_guard_walk
path_look = pri_a18_monolith_3_post_guard_look
out_restr = pri_a18_post_quard_out_restrictor
combat_ignore_cond = true
on_info = {+pri_a18_post_guard_combat} walker@post_guard33
on_info2 = {=enemy_in_zone(pri_a18_enter_restrictor)} %+pri_a18_post_guard_combat%
[walker@post_guard33]
corpse_detection_enabled = false
gather_items_enabled = false
path_walk = pri_a18_monolith_3_post_guard_walk
out_restr = pri_a18_post_quard_out_restrictor
;-------------
[logic@monolith_post_guard_4]
active = walker@post_guard_4_teleport
suitable = {=target_squad_name(pri_a18_monolith_post_guard_squad)} true
prior = 70
on_hit = combat
[walker@post_guard_4_teleport]
corpse_detection_enabled = false
gather_items_enabled = false
path_walk = pri_a18_monolith_4_post_guard_walk
on_info = patrol@post_guard_1 %=teleport_npc(pri_a18_smart_terrain_pri_a18_monolith_4_post_guard_walk)%
[patrol@post_guard_1]
corpse_detection_enabled = false
gather_items_enabled = false
path_walk = pri_a18_monolith_4_post_guard_walk
path_look = pri_a18_monolith_4_post_guard_look
out_restr = pri_a18_post_quard_out_restrictor
combat_ignore_cond = true
on_info = {+pri_a18_post_guard_combat} patrol@post_guard_11
on_info2 = {=enemy_in_zone(pri_a18_enter_restrictor)} %+pri_a18_post_guard_combat%
[patrol@post_guard_11]
corpse_detection_enabled = false
gather_items_enabled = false
path_walk = pri_a18_monolith_4_post_guard_walk
out_restr = pri_a18_post_quard_out_restrictor
;-------------
[logic@monolith_post_guard_5]
active = walker@post_guard_5_teleport
suitable = {=target_squad_name(pri_a18_monolith_post_guard_squad)} true
prior = 70
on_hit = combat
[walker@post_guard_5_teleport]
corpse_detection_enabled = false
gather_items_enabled = false
path_walk = pri_a18_monolith_5_post_guard_walk
on_info = patrol@post_guard_2 %=teleport_npc(pri_a18_smart_terrain_pri_a18_monolith_5_post_guard_walk)%
[patrol@post_guard_2]
corpse_detection_enabled = false
gather_items_enabled = false
path_walk = pri_a18_monolith_5_post_guard_walk
path_look = pri_a18_monolith_5_post_guard_look
out_restr = pri_a18_post_quard_out_restrictor
combat_ignore_cond = true
on_info = {+pri_a18_post_guard_combat} patrol@post_guard_22
on_info2 = {=enemy_in_zone(pri_a18_enter_restrictor)} %+pri_a18_post_guard_combat%
[patrol@post_guard_22]
corpse_detection_enabled = false
gather_items_enabled = false
path_walk = pri_a18_monolith_5_post_guard_walk
out_restr = pri_a18_post_quard_out_restrictor
;-------------
[logic@pri_a18_monolith_corridor]
active = walker@post_guard_6_teleport
suitable = {=target_squad_name(pri_a18_monolith_corridor_squad)} true
prior = 70
[walker@post_guard_6_teleport]
corpse_detection_enabled = false
path_walk = monolith_corridor_walk
on_info = camper@corridor %=teleport_npc(pri_a18_smart_terrain_monolith_corridor_walk)%
[camper@corridor]
corpse_detection_enabled = false
gather_items_enabled = false
path_walk = monolith_corridor_walk
path_look = monolith_corridor_look
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
radius = 0
on_info = {=see_actor} walker@corridor_2
[walker@corridor_2]
in_restr = pri_a18_monolith_trance_restrictor
corpse_detection_enabled = false
gather_items_enabled = false
path_walk = monolith_corridor_walk
path_look = monolith_corridor_look
;-------------
[logic@pri_a18_monolith_2nd_corridor_1]
active = walker@monolith_2nd_corridor_1_teleport
suitable = {=target_squad_name(pri_a18_monolith_2nd_corridor_squad)} true
prior = 200
[walker@monolith_2nd_corridor_1_teleport]
corpse_detection_enabled = false
gather_items_enabled = false
path_walk = pri_a18_monolith_2nd_corridor_walk_1
on_info = walker@monolith_2nd_corridor_wait_1 %=teleport_npc(pri_a18_smart_terrain_pri_a18_monolith_2nd_corridor_walk_1)%
[walker@monolith_2nd_corridor_wait_1]
corpse_detection_enabled = false
gather_items_enabled = false
path_walk = pri_a18_monolith_2nd_corridor_walk_1
path_look = pri_a18_monolith_2nd_corridor_look
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
in_restr = pri_a18_monolith_trance_restrictor
on_info = {!squad_exist(pri_a18_monolith_corridor_squad) =enemy_in_zone(pri_a18_corridor_man_fire_zone)} walker@monolith_2nd_corridor_wait_1_2
on_info2 = {=enemy_in_zone(pri_surge_hide_a18_2)} walker@monolith_2nd_corridor_wait_1_2
[walker@monolith_2nd_corridor_wait_1_2]
corpse_detection_enabled = false
gather_items_enabled = false
def_state_moving = assault
path_walk = pri_a18_monolith_2nd_corridor_attack_walk