Divergent/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/nr_jupiter_logic.ltx

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[logic@nr_sorokin_2]
suitable = {=check_npc_name(nr_sorokin)} true
prior = 500
active = beh@nr_sorokin_job
[beh@nr_sorokin_job]
behaviour_state = beh_move
target = waypoint
path_end = loop
pt1 = 88860000,idle | pos:-43.189586639404,3.4878842830658,202.7116394043 look:-43.271250747144,3.4878842830658,201.74094808102
[logic@alyosha_shyogolov_3]
suitable = {=check_npc_name(alyosha_shyogolov)} true
prior = 500
active = beh@alyosha_shyogolov_3_job_1
[beh@alyosha_shyogolov_3_job_1]
behaviour_state = beh_move
on_info = {+alyosha_shyogolov_retreat_1} beh@alyosha_shyogolov_3_job_2
combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = {=is_warfare} false, true
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
target = waypoint
path_end = loop
pt1 = 88860000,guard | pos:-67.114974975586,3.663382768631,114.72267150879 look:-67.101200799458,3.663382768631,113.72375202179
[beh@alyosha_shyogolov_3_job_2]
meet = no_meet
behaviour_state = beh_move
on_info = {+nr_bandits_squads_dead_1} beh@alyosha_shyogolov_3_job_3
combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = {=is_warfare} false, true
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
target = waypoint
path_end = loop
pt1 = 88860000,idle | pos:-52.516330718994,3.487446308136,205.72317504883 look:-51.547375679016,3.487446308136,205.80064857006
[beh@alyosha_shyogolov_3_job_3]
behaviour_state = beh_move
combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = {=is_warfare} false, true
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
target = waypoint
path_end = loop
pt1 = 88860000,idle | pos:-52.516330718994,3.487446308136,205.72317504883 look:-51.547375679016,3.487446308136,205.80064857006
[logic@nr_dead_convict_1]
suitable = {=check_npc_name(nr_dead_convict_1)} true
prior = 500
active = beh@nr_dead_convict_1_job
[beh@nr_dead_convict_1_job]
behaviour_state = beh_move
meet = no_meet
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
target = waypoint
path_end = loop
pt1 = 88860000,hands_up | pos:-53.964504241943,3.5118420124054,160.3719329834 look:-53.92770786956,3.5118420124054,159.37349265814
--pt1 = 88860000,hands_up | pos:-55.452903747559,3.5291602611542,160.1261138916 look:-55.420926552266,3.5291602611542,159.1291744709
[logic@nr_dead_convict_2]
suitable = {=check_npc_name(nr_dead_convict_2)} true
prior = 500
active = beh@nr_dead_convict_2_job
[beh@nr_dead_convict_2_job]
behaviour_state = beh_move
meet = no_meet
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
target = waypoint
path_end = loop
pt1 = 88860000,prisoner | pos:-58.915637969971,3.6456756591797,159.9506072998 look:-58.841192029417,3.6456756591797,158.96341890097
[logic@nr_executioner_1]
suitable = {=check_npc_name(nr_executioner_1) -nr_dead_convict_1_squad_dead} true
prior = 500
active = beh@nr_executioner_1_job
[logic@nr_executioner_2]
suitable = {=check_npc_name(nr_executioner_2) -nr_dead_convict_1_squad_dead} true
prior = 500
active = beh@nr_executioner_2_job
[logic@nr_executioner_3]
suitable = {=check_npc_name(nr_executioner_3)} true
prior = 500
active = beh@nr_executioner_3_job
[beh@nr_executione_base]
behaviour_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
walk_anim = walk
jog_anim = walk
run_anim = walk
path_end = loop
[beh@nr_executioner_1_job]:beh@nr_executione_base
on_info = {+nr_execution_firing_1} beh@nr_executioner_firing_1_job
meet = no_meet
pt1 = 88860000,threat | pos:-53.715953826904,3.45143699646,167.76420593262 look:-53.922115325928,3.45143699646,166.79867982864
[beh@nr_executioner_firing_1_job]:beh@nr_executione_base
meet = no_meet
pt1 = 88860000,guard_fire | pos:-53.715953826904,3.45143699646,167.76420593262 look:-53.922115325928,3.45143699646,166.79867982864
[beh@nr_executioner_2_job]:beh@nr_executione_base
on_info = {+nr_execution_firing_1} beh@nr_executioner_firing_2_job
meet = no_meet
pt1 = 88860000,threat | pos:-56.438800811768,3.4529418945313,168.19071960449 look:-56.335878804326,3.4529418945313,167.20485597849
[beh@nr_executioner_firing_2_job]:beh@nr_executione_base
meet = no_meet
pt1 = 88860000,threat_fire | pos:-56.438800811768,3.4529418945313,168.19071960449 look:-56.335878804326,3.4529418945313,167.20485597849
[beh@nr_executioner_3_job]:beh@nr_executione_base
on_info = {+nr_dead_convict_1_squad_dead} beh@nr_executioner_3_2_job
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
pt1 = 88860000,guard | pos:-47.242031097412,3.4872958660126,161.45401000977 look:-48.236757516861,3.4872958660126,161.46631026175
[beh@nr_executioner_3_2_job]:beh@nr_executione_base
pt1 = 88860000,idle | pos:-50.671684265137,3.4870896339417,187.31074523926 look:-50.674897092395,3.4870896339417,188.3059297204