183 lines
5 KiB
TeX
183 lines
5 KiB
TeX
[logic@pri_b306_merc_1]
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active = walker@pri_b306_merc_1
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suitable = {=target_squad_name(pri_b306_mercs_squad)} true
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prior = 200
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[walker@pri_b306_merc_1]
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path_walk = merc_1_walk
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on_info = walker@pri_b306_merc_1_wait %=teleport_npc(pri_b306_merc_1_walk)%
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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[walker@pri_b306_merc_1_wait]
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path_walk = merc_1_walk
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path_look = merc_1_look
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on_info = {+pri_b306_mercs_attack_start} camper@pri_b306_merc_1_attack
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[camper@pri_b306_merc_1_attack]
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path_walk = merc_1_attack
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path_look = merc_2_attack
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def_state_moving = sneak_run
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def_state_moving_fire = sneak_fire
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radius = 10
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no_retreat = true
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on_signal = path_end | walker@pri_b306_merc_1_attack
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[walker@pri_b306_merc_1_attack]
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path_walk = merc_1_attack
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on_info = {-pri_b306_mercs_attacked} %+pri_b306_mercs_attacked%
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[logic@pri_b306_merc_2]
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active = walker@pri_b306_merc_2
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suitable = {=target_squad_name(pri_b306_mercs_squad)} true
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prior = 200
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[walker@pri_b306_merc_2]
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path_walk = merc_2_walk
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on_info = walker@pri_b306_merc_2_wait %=teleport_npc(pri_b306_merc_2_walk)%
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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[walker@pri_b306_merc_2_wait]
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path_walk = merc_2_walk
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path_look = merc_2_look
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on_info = {+pri_b306_mercs_attack_start} camper@pri_b306_merc_2_attack
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[camper@pri_b306_merc_2_attack]
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path_walk = merc_1_attack
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path_look = merc_2_attack
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def_state_moving = sneak_run
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def_state_moving_fire = sneak_fire
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radius = 10
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no_retreat = true
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on_signal = path_end | walker@pri_b306_merc_2_attack
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[walker@pri_b306_merc_2_attack]
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path_walk = merc_1_attack
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on_info = {-pri_b306_mercs_attacked} %+pri_b306_mercs_attacked%
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[logic@pri_b306_merc_3]
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active = walker@pri_b306_merc_3
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suitable = {=target_squad_name(pri_b306_mercs_squad)} true
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prior = 200
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[walker@pri_b306_merc_3]
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path_walk = merc_3_walk
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on_info = walker@pri_b306_merc_3_wait %=teleport_npc(pri_b306_merc_3_walk)%
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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[walker@pri_b306_merc_3_wait]
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path_walk = merc_3_walk
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path_look = merc_3_look
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on_info = {+pri_b306_mercs_attack_start} camper@pri_b306_merc_3_attack
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[camper@pri_b306_merc_3_attack]
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path_walk = merc_2_attack
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path_look = merc_1_attack
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def_state_moving = sneak_run
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def_state_moving_fire = sneak_fire
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radius = 10
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no_retreat = true
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on_signal = path_end | walker@pri_b306_merc_3_attack
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[walker@pri_b306_merc_3_attack]
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path_walk = merc_2_attack
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on_info = {-pri_b306_mercs_attacked} %+pri_b306_mercs_attacked%
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[logic@pri_b306_merc_4]
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active = walker@pri_b306_merc_4
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suitable = {=target_squad_name(pri_b306_mercs_squad)} true
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prior = 190
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[walker@pri_b306_merc_4]
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path_walk = merc_4_walk
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on_info = walker@pri_b306_merc_3_wait %=teleport_npc(pri_b306_merc_4_walk)%
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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[walker@pri_b306_merc_4_wait]
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path_walk = merc_4_walk
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path_look = merc_4_look
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on_info = {+pri_b306_mercs_attack_start} camper@pri_b306_merc_4_attack
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[camper@pri_b306_merc_4_attack]
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path_walk = merc_2_attack
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path_look = merc_1_attack
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def_state_moving = sneak_run
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def_state_moving_fire = sneak_fire
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radius = 10
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no_retreat = true
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on_signal = path_end | walker@pri_b306_merc_4_attack
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[walker@pri_b306_merc_4_attack]
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path_walk = merc_2_attack
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on_info = {-pri_b306_mercs_attacked} %+pri_b306_mercs_attacked%
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[logic@pri_b306_merc_5]
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active = walker@pri_b306_merc_5
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suitable = {=target_squad_name(pri_b306_mercs_squad)} true
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prior = 190
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[walker@pri_b306_merc_5]
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path_walk = merc_5_walk
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on_info = walker@pri_b306_merc_2_wait %=teleport_npc(pri_b306_merc_5_walk)%
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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[walker@pri_b306_merc_5_wait]
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path_walk = merc_5_walk
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path_look = merc_5_look
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on_info = {+pri_b306_mercs_attack_start} camper@pri_b306_merc_5_attack
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[camper@pri_b306_merc_5_attack]
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path_walk = merc_2_attack
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path_look = merc_1_attack
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def_state_moving = sneak_run
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def_state_moving_fire = sneak_fire
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radius = 10
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no_retreat = true
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on_signal = path_end | walker@pri_b306_merc_5_attack
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[walker@pri_b306_merc_5_attack]
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path_walk = merc_2_attack
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on_info = {-pri_b306_mercs_attacked} %+pri_b306_mercs_attacked%
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[logic@pri_b306_merc_6]
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active = walker@pri_b306_merc_6
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suitable = {=target_squad_name(pri_b306_mercs_squad)} true
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prior = 190
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[walker@pri_b306_merc_6]
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path_walk = merc_6_walk
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on_info = walker@pri_b306_merc_6_wait %=teleport_npc(pri_b306_merc_6_walk)%
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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[walker@pri_b306_merc_6_wait]
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path_walk = merc_6_walk
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path_look = merc_6_look
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on_info = {+pri_b306_mercs_attack_start} camper@pri_b306_merc_6_attack
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[camper@pri_b306_merc_6_attack]
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path_walk = merc_1_attack
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path_look = merc_2_attack
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def_state_moving = sneak_run
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def_state_moving_fire = sneak_fire
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radius = 10
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no_retreat = true
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on_signal = path_end | walker@pri_b306_merc_6_attack
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[walker@pri_b306_merc_6_attack]
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path_walk = merc_1_attack
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on_info = {-pri_b306_mercs_attacked} %+pri_b306_mercs_attacked%
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