51 lines
1.5 KiB
Plaintext
51 lines
1.5 KiB
Plaintext
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[remark@general]
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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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combat_ignore_cond = false
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use_camp = false
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turn_on_campfire = false
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meet = no_meet
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wounded = wounded@no_wound
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[beh@general]:remark@general
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behavior_state = beh_move
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target = waypoint
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path_end = loop
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[wounded@no_wound]
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hp_state = 0|wounded_heavy@help_heavy
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hp_state_see = 0|wounded_heavy@help_heavy
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hp_victim = 0|nil
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hp_fight = 0|false
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hp_cover = 0|false
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[logic]
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suitable = {=check_npc_name(redemption_task_4_bandit)} true
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active = beh@bandits_general
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prior = 59
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[beh@bandits_general]:beh@general, remark@general
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on_info = {=check_npc_name(redemption_task_4_bandit_1)} beh@bandit_1_stay, {=check_npc_name(redemption_task_4_bandit_2)} beh@bandit_2_stay
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[beh@bandit_1_stay]:beh@general, remark@general
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walk_dist = 100
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jog_dist = 0
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walk_anim = patrol
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pt1 = 5000, guard | pos: 18.9, 5.5415, -86.1 look: 19.3819, 4.5403, -80.2734
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on_info = {-redemption_4_bandits_aggro +redemption_4_beh_move} beh@bandit_1_door
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[beh@bandit_1_door]:beh@general, remark@general
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combat_ignore_cond = true
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pt1 = 5000, guard | pos: 22.4, 5.5655, -83.3 look: 19.5992, 4.5419, -83.4249
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on_info1 = {+redemption_4_bandits_aggro} beh@bandit_1_stay
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on_info2 = {=dist_to_actor_le(2)} %=play_sound(redemption_4_bandit_door)%
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[beh@bandit_2_stay]:beh@general, remark@general
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walk_dist = 15
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jog_dist = 150
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walk_anim = walk
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pt1 = 5000, wait | pos: 39.134, 1.0226, -52.8732 look: 41.08, 1.018, -53.382
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