210 lines
7.6 KiB
Plaintext
210 lines
7.6 KiB
Plaintext
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[section@squad]
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target@1 = {!has_task(duty_girl_hunting_chimera)} nil, {+duty_girl_hunting_chimera_dead} nil, {-duty_girl_hunting_chimera_move} gar_smart_terrain_6_3, gar_smart_terrain_2_4
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target@2 = {=has_task(duty_girl_monolith_elite) !check_task_stage(duty_girl_monolith_elite:3)} mil_smart_terrain_4_5
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target@4 = {=has_task(duty_girl_capture_the_brirge) !check_task_stage(duty_girl_capture_the_brirge:3)} red_smart_terrain_5_5
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target@z = {=between_time(6:18)} bar_zastava_2, {=between_time(19:23)} bar_dolg_general, bar_dolg_bunker
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[section@logic]
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logic@idle
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logic@drink
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logic@guard
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logic@surge
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logic@sleep
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logic@hunt_chimera
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logic@monolith_elite
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logic@capture_the_brirge
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[beh@base]
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dont_keep_items = true
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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_keep_when_attacked = true
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target = waypoint
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path_end = loop
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walk_dist = 0
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jog_dist = 0
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run_anim = patrol
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meet = meet@base
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danger_ignore = true
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[beh@animpoint]:beh@base
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target = %=animpoint()% nil
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[beh@rush_at_10]
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jog_dist = 10
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jog_anim = rush
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[logic@base]
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post_combat_time = 0,0
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level_spot = special
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net_spawn = pt1
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[logic@idle]:logic@base
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suitable = true
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active = beh@idle
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prior = 0
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combat_type = camper
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[logic@guard]:logic@base
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suitable = {=npc_on_level(l05_bar) =between_time(6:18)} true
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active = beh@guard
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prior = 100
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[logic@drink]:logic@base
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suitable = {=npc_on_level(l05_bar) =between_time(19:23)} true
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active = beh@drink
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prior = 100
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[logic@surge]:logic@base
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suitable = {=npc_on_level(l05_bar) =surge_started} true
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active = {=between_time(6:18)} beh@surge_1, beh@surge_2
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prior = 400
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[logic@sleep]:logic@base
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suitable = {=npc_on_level(l05_bar) =between_time(0:5)} true
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active = beh@sleep
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prior = 500
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[beh@idle]:beh@base
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target = %=script(xr_logic_ex:state_idle:guard)% nil
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meet = meet@idle
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[beh@guard]:beh@animpoint,beh@rush_at_10
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pt1 = 999999,guard | pos:85.4,0.0,137.9 dir:90
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meet = meet@idle
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[beh@drink]:beh@animpoint,beh@rush_at_10
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pt1 = 999999,animpoint_sit_low@random | pos:207.9,0.00,85.4 dir:135 animpoint:pos
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[beh@surge_1]:beh@animpoint
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pt1 = 999999,sit_ass | pos:208.6,-0.62,114.1 dir:-90
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run_anim = rush
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[beh@surge_2]:beh@animpoint
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pt1 = 999999,sit_ass | pos:95.2,0.091,103.6 dir:90
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run_anim = rush
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[beh@sleep]:beh@animpoint,beh@rush_at_10
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pt1 = 999999,sleep | pos:218.4,-5.13,123.2 dir:0
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meet = meet@sleep
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[logic@hunt_chimera]:logic@base
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suitable = {=npc_on_level(l02_garbage) =has_task(duty_girl_hunting_chimera) -duty_girl_hunting_chimera_dead} true
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active = {-duty_girl_hunting_chimera_move} beh@hunt_chimera_1, beh@hunt_chimera_2
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prior = 100
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combat_type = camper
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[beh@hunt_chimera_1]:beh@animpoint,beh@rush_at_10
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pt1 = 999999,use_pda | pos:102.9,3.64,161.0 dir:45
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on_info1 = {+duty_girl_hunting_chimera_move !npc_talking} beh@hunt_chimera_2
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[beh@hunt_chimera_2]:beh@animpoint
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pt1 = 999999,hide_na | pos:-235.2,0.42,11.2 dir:90
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run_anim = {=dist_to_beh(30)} sneak_run, {=dist_to_beh(60)} raid, rush
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meet = no_meet
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on_info1 = {-duty_girl_hunting_chimera_fight -duty_girl_hunting_chimera_hunt_1 =check_time_speech() =reach_beh()} %=speech(duty_girl_hunting_chimera_hunt_1:5) +duty_girl_hunting_chimera_hunt_1%
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on_info2 = {-duty_girl_hunting_chimera_fight -duty_girl_hunting_chimera_hunt_2 =check_time_speech() =reach_beh()} %=speech(duty_girl_hunting_chimera_hunt_2:5) +duty_girl_hunting_chimera_hunt_2%
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on_info3 = {-duty_girl_hunting_chimera_fight -duty_girl_hunting_chimera_hunt_3 =check_time_speech() =reach_beh()} %=speech(duty_girl_hunting_chimera_hunt_3:5) +duty_girl_hunting_chimera_hunt_3%
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[logic@monolith_elite]:logic@base
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suitable = {=npc_on_level(l07_military) =has_task(duty_girl_monolith_elite) -duty_girl_monolith_elite_dead} true
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active = {-duty_girl_monolith_elite_join} beh@monolith_elite_1, {-duty_girl_monolith_elite_move} beh@monolith_elite_2, beh@monolith_elite_3
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prior = 100
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combat_type = camper
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[beh@monolith_elite_1]:beh@animpoint,beh@rush_at_10
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pt1 = 999999,guard_na | pos:-92.4,-20.66,219.8 dir:0
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on_info1 = {+duty_girl_monolith_elite_join !npc_talking !has_enemy} beh@monolith_elite_2
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on_info2 = {+duty_girl_monolith_elite_move} beh@monolith_elite_3
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combat_ignore_cond = {=enemy_squad(squad_duty_girl_monolith_elite)} true, {!fighting_dist_le(40)} true
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enemy_ignore_cond = {=enemy_squad(squad_duty_girl_monolith_elite)} true, {!fighting_dist_le(40)} true
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[beh@monolith_elite_2]:beh@animpoint,beh@rush_at_10
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pt1 = 999999,guard_na | pos:-92.4,-20.66,219.8 dir:0
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meet = no_meet
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on_info1 = {-duty_girl_monolith_elite_move -duty_girl_monolith_elite_move_1 =check_time_speech() =reach_beh()} %=speech(duty_girl_monolith_elite_move_1:5) +duty_girl_monolith_elite_move_1%
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on_info2 = {-duty_girl_monolith_elite_move -duty_girl_monolith_elite_move_2 =check_time_speech() =reach_beh()} %=speech(duty_girl_monolith_elite_move_2:5) +duty_girl_monolith_elite_move_2%
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on_info3 = {-duty_girl_monolith_elite_move -duty_girl_monolith_elite_move_3 =check_time_speech() =reach_beh()} %=speech(duty_girl_monolith_elite_move_3:5) +duty_girl_monolith_elite_move_3%
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on_info4 = {-duty_girl_monolith_elite_move +duty_girl_monolith_elite_move_3} %+duty_girl_monolith_elite_move%
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on_info5 = {+duty_girl_monolith_elite_move} beh@monolith_elite_3
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combat_ignore_cond = true
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enemy_ignore_cond = true
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[beh@monolith_elite_3]:beh@animpoint
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pt1 = 999999,hide | pos:-56.0,-19.94,354.9 dir:45
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run_anim = assault
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meet = no_meet
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[logic@capture_the_brirge]:logic@base
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suitable = {=npc_on_level(l10_red_forest) =has_task(duty_girl_capture_the_brirge) -duty_girl_capture_the_brirge_dead} true
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active = {-duty_girl_capture_the_brirge_join} beh@capture_the_brirge_1, {-duty_girl_capture_the_brirge_move} beh@capture_the_brirge_2, beh@capture_the_brirge_3
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prior = 100
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combat_type = camper
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[beh@capture_the_brirge_1]:beh@animpoint,beh@rush_at_10
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pt1 = 999999,guard_na | pos:-15.4,-0.85,-328.3 dir:-90
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on_info1 = {+duty_girl_capture_the_brirge_join !npc_talking !has_enemy} beh@capture_the_brirge_2
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on_info2 = {+duty_girl_capture_the_brirge_move} beh@capture_the_brirge_3
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combat_ignore_cond = {=enemy_squad(squad_duty_girl_capture_the_brirge)} true
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enemy_ignore_cond = {=enemy_squad(squad_duty_girl_capture_the_brirge)} true
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[beh@capture_the_brirge_2]:beh@animpoint,beh@rush_at_10
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pt1 = 999999,guard_na | pos:-15.4,-0.85,-328.3 dir:-90
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meet = no_meet
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on_info1 = {-duty_girl_capture_the_brirge_move -duty_girl_capture_the_brirge_move_1 =check_time_speech() =reach_beh()} %=speech(duty_girl_capture_the_brirge_move_1:5) +duty_girl_capture_the_brirge_move_1%
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on_info2 = {-duty_girl_capture_the_brirge_move -duty_girl_capture_the_brirge_move_2 =check_time_speech() =reach_beh()} %=speech(duty_girl_capture_the_brirge_move_2:5) +duty_girl_capture_the_brirge_move_2%
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on_info3 = {-duty_girl_capture_the_brirge_move -duty_girl_capture_the_brirge_move_3 =check_time_speech() =reach_beh()} %=speech(duty_girl_capture_the_brirge_move_3:5) +duty_girl_capture_the_brirge_move_3%
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on_info4 = {-duty_girl_capture_the_brirge_move +duty_girl_capture_the_brirge_move_3} %+duty_girl_capture_the_brirge_move%
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on_info5 = {+duty_girl_capture_the_brirge_move} beh@capture_the_brirge_3
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combat_ignore_cond = true
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enemy_ignore_cond = true
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[beh@capture_the_brirge_3]:beh@animpoint
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pt1 = 999999,hide | pos:-106.4,0.46,-291.2 dir:-30
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run_anim = assault
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meet = no_meet
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[meet@base]
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close_snd_hello = meet_hello
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close_snd_bye = nil
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close_anim = nil
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close_victim = nil
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close_distance = 0
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far_anim = nil
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far_victim = nil
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far_distance = 0
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meet_on_talking = false
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use = true
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[meet@idle]:meet@base
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close_anim = guard_na
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close_distance = 3
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close_victim = actor
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[meet@sleep]:meet@base
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close_snd_hello = nil
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close_anim = talk_default
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close_victim = actor
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