Divergent/mods/Semi-Radiant AI/gamedata/configs/scripts/bar/bar_dolg_general_logic_xcvb...

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[beh@general]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
gather_items_enabled = true
help_wounded_enabled = true
corpse_detection_enabled = true
meet = meet@general
wounded = wounded@ignore
use_camp = false
path_end = loop
[beh@combat]:beh@general
walk_dist = 25
jog_dist = 220
wait_anim = patrol
walk_anim = patrol
jog_anim = patrol
run_anim = patrol
sound_idle = state
[beh@campfire]:beh@general
turn_on_campfire = true
sound_idle = state
[beh@sleep]:beh@general
gather_items_enabled = false
corpse_detection_enabled = false
meet = no_meet
[meet@general]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
use = {=actor_enemy} false, {=dist_to_actor_le(3)} true, false
snd_on_use = {!dist_to_actor_le(3)} nil
meet_on_talking = false
[wounded@ignore]
hp_state = 0|wounded_heavy@help_heavy
hp_state_see = 0|wounded_heavy@help_heavy
hp_victim = 0|nil
hp_fight = 0|false
hp_cover = 0|false
; =======================
; ------------- DAY ---------------
; =======================
; camp 2
[logic@bar_dolg_general_animpoint_kamp2]
active = animpoint@bar_dolg_general_animpoint_kamp2
suitable = {=npc_community(dolg) !surge_started !is_night} true
prior = 45
[animpoint@bar_dolg_general_animpoint_kamp2]
cover_name = bar_dolg_general_animpoint_kamp2
use_camp = true
on_info = {=surge_started} walker@hide_2
on_info2 = {=is_heavy_rain} animpoint@bar_dolg_general_animpoint_kamp6
turn_on_campfire = true
meet = meet@bar_dolg_general_animpoint
on_game_timer = 10800 | {!is_rain} animpoint@bar_smart_cover_otzhiman_2
[walker@hide_2]
path_walk = surge_12_walk
;path_look =
on_info = {=surge_complete} animpoint@bar_dolg_general_animpoint_kamp2
[logic@bar_dolg_general_animpoint_kamp6]
active = animpoint@bar_dolg_general_animpoint_kamp6
suitable = {=npc_community(dolg) !surge_started !is_night} true
prior = 45
[animpoint@bar_dolg_general_animpoint_kamp6]
cover_name = bar_dolg_general_animpoint_kamp6
use_camp = true
on_info = {!is_heavy_rain} animpoint@bar_dolg_general_animpoint_kamp2
[animpoint@bar_smart_cover_otzhiman_2]
cover_name = bar_smart_cover_otzhiman_2
use_camp = false
on_info = {=surge_started} walker@hide_2
turn_on_campfire = false
meet = no_meet
avail_animations = otzhiman
on_game_timer = 3600 | animpoint@bar_dolg_general_animpoint_kamp2
; camp 3
[logic@bar_dolg_general_animpoint_kamp3]
active = animpoint@bar_dolg_general_animpoint_kamp3
suitable = {=npc_community(dolg) !surge_started !is_night} true
prior = 45
[animpoint@bar_dolg_general_animpoint_kamp3]
cover_name = bar_dolg_general_animpoint_kamp3
use_camp = true
on_info = {=surge_started} walker@hide_3
on_info2 = {=is_heavy_rain} animpoint@bar_dolg_general_animpoint_kamp7
turn_on_campfire = true
meet = meet@bar_dolg_general_animpoint
on_game_timer = 10800 | {!is_rain} animpoint@bar_smart_cover_otzhiman_3
[walker@hide_3]
path_walk = surge_13_walk
;path_look =
on_info = {=surge_complete} animpoint@bar_dolg_general_animpoint_kamp3
[logic@bar_dolg_general_animpoint_kamp7]
active = animpoint@bar_dolg_general_animpoint_kamp7
suitable = {=npc_community(dolg) !surge_started !is_night} true
prior = 45
[animpoint@bar_dolg_general_animpoint_kamp7]
cover_name = bar_dolg_general_animpoint_kamp7
use_camp = true
on_info = {!is_heavy_rain} animpoint@bar_dolg_general_animpoint_kamp3
meet = meet_random
[animpoint@bar_smart_cover_otzhiman_3]
cover_name = bar_smart_cover_otzhiman_3
use_camp = false
on_info = {=surge_started} walker@hide_3
turn_on_campfire = false
meet = no_meet
avail_animations = otzhiman
on_game_timer = 3600 | animpoint@bar_dolg_general_animpoint_kamp3
; camp 4
[logic@bar_dolg_general_animpoint_kamp4]
active = animpoint@bar_dolg_general_animpoint_kamp4
suitable = {=npc_community(dolg) !surge_started !is_night} true
prior = 45
[animpoint@bar_dolg_general_animpoint_kamp4]
cover_name = bar_dolg_general_animpoint_kamp4
use_camp = true
on_info = {=surge_started} walker@hide_4
on_info2 = {=is_heavy_rain} animpoint@bar_dolg_general_animpoint_kamp8
turn_on_campfire = true
on_game_timer = 10800 | {!is_rain} animpoint@bar_smart_cover_otzhiman_4
[walker@hide_4]
path_walk = surge_14_walk
;path_look =
on_info = {=surge_complete} animpoint@bar_dolg_general_animpoint_kamp4
[logic@bar_dolg_general_animpoint_kamp8]
active = animpoint@bar_dolg_general_animpoint_kamp8
suitable = {=npc_community(dolg) !surge_started !is_night} true
prior = 45
[animpoint@bar_dolg_general_animpoint_kamp8]
cover_name = bar_dolg_general_animpoint_kamp8
use_camp = true
on_info = {!is_heavy_rain} animpoint@bar_dolg_general_animpoint_kamp4
meet = meet_random
[animpoint@bar_smart_cover_otzhiman_4]
cover_name = bar_smart_cover_otzhiman_4
use_camp = false
on_info = {=surge_started} walker@hide_4
turn_on_campfire = false
meet = no_meet
avail_animations = otzhiman
on_game_timer = 3600 | animpoint@bar_dolg_general_animpoint_kamp4
; (duty guard 1)
[logic@bar_dolg_general_xcvb_day_1]
active = beh@day_1
suitable = {!surge_started !is_night} true
prior = 46
[beh@day_1]:beh@combat
pt1 = 20000, guard | pos: 186.9, 1.1686, 108.5 look: 183.2018, -0.0011, 104.7151
; (duty guard 2)
[logic@bar_dolg_general_xcvb_day_2]
active = beh@day_2
suitable = {!surge_started !is_night} true
prior = 45
[beh@day_2]:beh@combat
pt1 = 20000, guard | pos: 192.5, 0.9867, 105.7 look: 188.828, -0.0009, 105.0209
; (duty patrol outside)
[logic@bar_dolg_general_xcvb_day_3]
active = beh@day_3
suitable = {!surge_started !is_night} true
prior = 45
[beh@day_3]:beh@combat
pt1 = 15000, guard | pos: 172.9, 0.9867, 121.8 look: 168.2897, -0.0002, 122.0376
pt2 = 15000, guard | pos: 172.2, 0.9953, 70.7 look: 169.1839, -0.0001, 66.6458
; (duty patrol inside)
[logic@bar_dolg_general_xcvb_day_4]
active = beh@day_4
suitable = {!surge_started !is_night} true
prior = 45
[beh@day_4]:beh@combat
pt1 = 15000, guard | pos: 202.3, 0.9867, 117.6 look: 199.3036, -0.0038, 117.5437
pt2 = 15000, guard | pos: 208.6, 0.9922, 91 look: 206.1592, -0.0011, 91.0599
; =======================
; ------------ NIGHT -------------
; =======================
; (duty guard 1)
[logic@bar_dolg_general_xcvb_night_1]
active = beh@night_1
suitable = {!surge_started =is_night} true
prior = 46
[beh@night_1]:beh@combat
pt1 = 20000, guard | pos: 186.9, 1.1686, 108.5 look: 183.2018, -0.0011, 104.7151
; (duty guard 2)
[logic@bar_dolg_general_xcvb_night_2]
active = beh@night_2
suitable = {!surge_started =is_night} true
prior = 46
[beh@night_2]:beh@combat
pt1 = 20000, guard | pos: 192.5, 0.9867, 105.7 look: 188.828, -0.0009, 105.0209
; (duty patrol outside)
[logic@bar_dolg_general_xcvb_night_3]
active = beh@night_3
suitable = {!surge_started =is_night} true
prior = 46
[beh@night_3]:beh@combat
pt1 = 15000, guard | pos: 172.9, 0.9867, 121.8 look: 168.2897, -0.0002, 122.0376
pt2 = 15000, guard | pos: 172.2, 0.9953, 70.7 look: 169.1839, -0.0001, 66.6458
; (duty patrol inside)
[logic@bar_dolg_general_xcvb_night_4]
active = beh@night_4
suitable = {!surge_started =is_night} true
prior = 46
[beh@night_4]:beh@combat
pt1 = 15000, guard | pos: 202.3, 0.9867, 117.6 look: 199.3036, -0.0038, 117.5437
pt2 = 15000, guard | pos: 208.6, 0.9922, 91 look: 206.1592, -0.0011, 91.0599