Divergent/mods/Redone Radar and Red Forest/gamedata/configs/scripts/bunker/bun_monolith_mlr_characters...

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2024-03-17 20:18:03 -04:00
[logic@bun_monolith_squad_guard_mlr_1]
active = beh@monolith_guard_1
suitable = {=target_squad_name(bun_monolith_brain_scorher_squad)} true
prior = 200
[logic@bun_monolith_squad_guard_mlr_2]
active = beh@monolith_guard_2
suitable = {=target_squad_name(bun_monolith_brain_scorher_squad)} true
prior = 200
[logic@bun_monolith_squad_guard_mlr_3]
active = beh@monolith_guard_3
suitable = {=target_squad_name(bun_monolith_brain_scorher_squad)} true
prior = 200
[logic@bun_monolith_squad_guard_mlr_4]
active = beh@monolith_guard_4
suitable = {=target_squad_name(bun_monolith_brain_scorher_squad)} true
prior = 200
[logic@bun_monolith_squad_guard_mlr_5]
active = beh@monolith_guard_5
suitable = {=target_squad_name(bun_monolith_brain_scorher_squad)} true
prior = 200
[logic@bun_monolith_squad_guard_mlr_6]
active = beh@monolith_guard_6
suitable = {=target_squad_name(bun_monolith_brain_scorher_squad)} true
prior = 200
[logic@bun_monolith_squad_guard_mlr_7]
active = beh@monolith_guard_7
suitable = {=target_squad_name(bun_monolith_brain_scorher_squad)} true
prior = 200
[logic@bun_monolith_squad_guard_mlr_8]
active = beh@monolith_guard_8
suitable = {=target_squad_name(bun_monolith_brain_scorher_squad)} true
prior = 200
[logic@bun_monolith_squad_patrol_mlr_1]
active = beh@monolith_patrol_1
suitable = {=target_squad_name(bun_monolith_brain_scorher_squad2)} true
prior = 200
[logic@bun_monolith_squad_patrol_mlr_2]
active = beh@monolith_patrol_2
suitable = {=target_squad_name(bun_monolith_brain_scorher_squad2)} true
prior = 200
[logic@bun_monolith_squad_patrol_mlr_3]
active = beh@monolith_patrol_3
suitable = {=target_squad_name(bun_monolith_brain_scorher_squad2)} true
prior = 200
[beh@general]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = guard
walk_anim = patrol
jog_anim = assault
run_anim = assault
delay_anim = guard
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
gather_items_enabled = false
help_wounded_enabled = true
corpse_detection_enabled = false
invulnerable = false
[beh@rush]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = guard
walk_anim = rush
jog_anim = rush
run_anim = rush
delay_anim = guard
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
gather_items_enabled = false
help_wounded_enabled = true
corpse_detection_enabled = false
invulnerable = false
[beh@monolith_guard_1]:beh@rush
pt1 = 88860000, guard | pos: -50.255043029785, -23.594547271729, -0.7198314666748 look: -50.252159118652, -23.594467163086, -1.3547301292419
path_end = loop
[beh@monolith_guard_2]:beh@rush
pt1 = 88860000, guard | pos: -60.39045715332, -21.211996078491, 17.27262878418 look: -60.42130279541, -21.210838317871, 18.205432891846
path_end = loop
[beh@monolith_guard_3]:beh@rush
pt1 = 88860000, guard | pos: 9.6779193878174, -23.696935653687, 3.1841006278992 look: 9.2746887207031, -23.696771621704, 2.4614548683167
path_end = loop
[beh@monolith_guard_4]:beh@rush
pt1 = 88860000, guard | pos: -20.174718856812, -23.496517181396, -3.0097048282623 look: -21.192670822144, -23.523986816406, -3.6835157871246
path_end = loop
[beh@monolith_guard_5]:beh@rush
pt1 = 88860000, guard | pos: 17.992406845093, -23.524351119995, 30.279607772827 look: 17.114110946655, -23.524351119995, 29.39849281311
path_end = loop
[beh@monolith_guard_6]:beh@rush
pt1 = 88860000, guard | pos: 9.7639455795288, -23.523704528809, 19.459455490112 look: 10.170897483826, -23.523284912109, 20.440433502197
path_end = loop
[beh@monolith_guard_7]:beh@rush
pt1 = 88860000, guard | pos: -5.5373530387878, -9.9745445251465, 21.552474975586 look: -4.0757555961609, -9.9747848510742, 22.155893325806
path_end = loop
[beh@monolith_guard_8]:beh@rush
pt1 = 88860000, guard | pos: 8.4132690429688, -9.0144147872925, -15.755269050598 look: 9.1917638778687, -8.9538202285767, -15.744344711304
path_end = loop
[beh@monolith_patrol_1]:beh@general ;bugged npc pathfinding
pt1 = 50000, guard | pos: -3.4069128036499, -7.4534878730774, -68.818954467773 look: -3.2624530792236, -7.4510774612427, -70.425285339355
pt2 = 50000, guard | pos: -42.820091247559, -9.4178876876831, 18.724412918091 look: -41.505790710449, -9.4171714782715, 17.366184234619
pt3 = 50000, guard | pos: -0.023409897461534, -9.3458337783813, 14.238403320312 look: 0.017495881766081, -9.5806608200073, 15.215494155884
path_end = loop
[beh@monolith_patrol_2]:beh@general
pt1 = 75000, guard | pos: -1.5542114973068, -23.696666717529, -6.3508863449097 look: 2.8763375282288, -23.695430755615, -6.4108572006226
pt2 = 75000, guard | pos: -31.895729064941, -23.518581390381, 6.9425721168518 look: -31.118921279907, -23.442930221558, 5.2990207672119
pt3 = 75000, guard | pos: 10.530002593994, -21.906591415405, 54.555839538574 look: 9.658821105957, -21.906745910645, 54.474655151367
path_end = loop
[beh@monolith_patrol_3]:beh@general
pt1 = 50000, guard | pos: -25.331783294678, -8.9659328460693, 12.206883430481 look: -24.606657028198, -8.9898853302002, 13.085493087769
pt2 = 1000, guard | pos: 4.1375179290771, -9.9745054244995, 34.095596313477 look: 2.7703175544739, -9.9743938446045, 33.571334838867
pt3 = 1000, guard | pos: 1.466015458107, -7.4510068893433, -61.669609069824 look: 1.2940137386322, -7.4507570266724, -63.310199737549
path_end = loop