Added New Mods and Profiles Folders

This is a complete rebuild of the modpack, with all new mods and updates for 1.5.3 of Anomaly.
This commit is contained in:
2025-01-14 05:07:53 -05:00
parent 85c665b107
commit 376b4b9689
21217 changed files with 546254 additions and 0 deletions
@@ -0,0 +1,65 @@
[logic@agr_1_6_degtyarev]
active = walker@degtyarev
prior = 200
level_spot = quest_npc
suitable = {=target_squad_name(agr_1_6_ht_degtyarev_squad)} true
[logic@agr_1_6_vereshagin]
active = walker@vereshagin
prior = 200
level_spot = quest_npc
suitable = {=target_squad_name(agr_1_6_ht_vereshagin_squad)} true
[walker@base]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
turn_on_campfire = false
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
[walker@degtyarev]:walker@base
path_walk = degtyarev_walk
path_look = degtyarev_look
meet = meet@degtyarev
on_actor_dist_le = 10 | {=actor_in_zone(agr_smart_terrain_1_6_surge_hide_a1)} remark@degtyarev
on_info = {+hidden_threat_task_6_complete} remark@end
[remark@degtyarev]:walker@base
anim = guard
meet = meet@degtyarev
on_actor_dist_ge = 10 | walker@degtyarev
on_info = {+hidden_threat_task_6_complete} remark@end
[remark@end]
anim = guard
on_timer = 1000 | %=ht_run_postprocess(fade_in_out) =remove_squad(agr_1_6_ht_degtyarev_squad)% nil
[meet@degtyarev]
close_anim = ward
close_distance = 3
close_victim = actor
allow_break = {+hidden_threat_task_6_start -dialog_degtyarev_4_flag} false, true
use = {=actor_enemy} false, {=dist_to_actor_le(2.5)} true, false
trade_enable = false
[walker@vereshagin]:walker@base
path_walk = degtyarev_walk
path_look = degtyarev_look
meet = meet@vereshagin
on_actor_dist_le = 10 | {=actor_in_zone(agr_smart_terrain_1_6_surge_hide_a1)} remark@vereshagin
[remark@vereshagin]:walker@base
anim = guard
meet = meet@vereshagin
on_actor_dist_ge = 10 | walker@vereshagin
[meet@vereshagin]
close_anim = ward
close_distance = 3
close_victim = actor
allow_break = {+hidden_threat_task_7_stage_1 -hidden_threat_task_7_stage_2} false, true
use = {=actor_enemy} false, {=dist_to_actor_le(2.5)} true, false
trade_enable = false
@@ -0,0 +1,3 @@
![meet@agr_military_colonel_kovalski]
allow_break = {+hidden_threat_task_4_stage_7 -hidden_threat_task_4_complete} false, true
@@ -0,0 +1,4 @@
![exclusive]
agr_1_6_degtyarev = agroprom\agr_smart_terrain_1_6_near_2_smart_hidden_threat_logic.ltx
agr_1_6_vereshagin = agroprom\agr_smart_terrain_1_6_near_2_smart_hidden_threat_logic.ltx
@@ -0,0 +1,74 @@
[logic]
active = remark@prestart
[walker@base]
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
meet = no_meet
[meet@base]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
close_snd_distance = 0
use = {=dist_to_actor_le(30)} self, false
allow_break = false
meet_on_talking = false
trade_enable = false
[remark@prestart]:walker@base
no_move = true
no_rotate = true
on_info = %=ht_npc_set_visual%
on_info2 = {-ds2_domik_st_ht_cut_scene_1_flag} walker@start_1
on_info3 = {+ds2_domik_st_ht_cut_scene_1_flag -ds2_domik_st_ht_cut_scene_2_flag} walker@monolog_1
on_info4 = {+ds2_domik_st_ht_cut_scene_2_flag -ds2_domik_st_ht_cut_scene_3_flag} walker@start_2
on_info5 = {+ds2_domik_st_ht_cut_scene_3_flag -ds2_domik_st_ht_cut_scene_end} walker@monolog_2
[walker@start_1]:walker@base
path_walk = ds2_domik_st_ht_cut_scene_1_walk
path_look = ds2_domik_st_ht_cut_scene_1_look
on_signal = cut_anim_end_1 | %+ds2_domik_st_ht_cut_scene_1_flag =teleport_npc(ds2_domik_st_ht_monolog_1_walk)% walker@timer_1
[walker@timer_1]:walker@base
path_walk = ds2_domik_st_ht_monolog_1_walk
path_look = ds2_domik_st_ht_monolog_1_look
on_timer = 3000 | walker@monolog_1
[walker@monolog_1]:walker@base
path_walk = ds2_domik_st_ht_monolog_1_walk
path_look = ds2_domik_st_ht_monolog_1_look
meet = meet@monolog_1
on_info = {+ds2_domik_st_ht_cut_scene_2_flag} %=ht_remove_npc(hidden_threat_spirit)% nil
[meet@monolog_1]:meet@base
use = {=dist_to_actor_le(30) -ds2_domik_st_ht_cut_scene_2_flag} self, false
meet_dialog = sl_hidden_threat_dialog_spirit_d1
[walker@start_2]:walker@base
path_walk = ds2_domik_st_ht_cut_scene_2_walk
path_look = ds2_domik_st_ht_cut_scene_2_look
on_signal = cut_anim_end_2 | %+ds2_domik_st_ht_cut_scene_3_flag =teleport_npc(ds2_domik_st_ht_monolog_2_walk)% walker@timer_2
[walker@timer_2]:walker@base
path_walk = ds2_domik_st_ht_monolog_2_walk
path_look = ds2_domik_st_ht_monolog_2_look
on_timer = 3000 | walker@monolog_2
[walker@monolog_2]:walker@base
path_walk = ds2_domik_st_ht_monolog_2_walk
path_look = ds2_domik_st_ht_monolog_2_look
meet = meet@monolog_2
on_info = {+ds2_domik_st_ht_cut_scene_end} %=ht_remove_npc(hidden_threat_spirit)% nil
[meet@monolog_2]:meet@base
use = {=dist_to_actor_le(30) +ds2_domik_st_ht_cut_scene_3_flag -ds2_domik_st_ht_cut_scene_end} self, false
meet_dialog = sl_hidden_threat_dialog_spirit_d2
@@ -0,0 +1,16 @@
[logic]
active = {-hidden_threat_disabled} sr_idle, nil
[sr_idle]
on_actor_inside = {-ds2_domik_st_ht_cut_scene_1_flag +hidden_threat_task_1_stage_3} sr_idle@start_cam %=run_postprocess(black:2280) =ht_ds_domik_st_prestart_cut_scene(1) =disable_ui +ds2_domik_st_ht_cut_scene_start%
[sr_idle@start_cam]
on_info = sr_idle@wait_cam %=ht_run_cam_effector_global(scenario_cam\darkscape\ds2_domik_st_ht_cut_scene_1:7890:true)%
[sr_idle@wait_cam]
on_info = {+ds2_domik_st_ht_cut_scene_1_flag} sr_idle@end_cam %=stop_cam_effector(7890) =teleport_actor(ds2_domik_st_ht_cut_scene_end_1_walk:ds2_domik_st_ht_cut_scene_end_1_look) =ht_run_postprocess(fade_out:2380)%
on_timer = 1000 | %=stop_postprocess(2280)%
[sr_idle@end_cam]
on_timer = 2500 | %=enable_ui% nil
@@ -0,0 +1,16 @@
[logic]
active = {-hidden_threat_disabled} sr_idle, nil
[sr_idle]
on_actor_inside = {+ds2_domik_st_ht_cut_scene_2_flag -ds2_domik_st_ht_cut_scene_3_flag} sr_idle@start_cam %=run_postprocess(black:2280) =ht_ds_domik_st_prestart_cut_scene(2) =disable_ui%
[sr_idle@start_cam]
on_info = sr_idle@wait_cam %=ht_run_cam_effector_global(scenario_cam\darkscape\ds2_domik_st_ht_cut_scene_2:7890:true)%
[sr_idle@wait_cam]
on_info = {+ds2_domik_st_ht_cut_scene_3_flag} sr_idle@end_cam %=stop_cam_effector(7890) =teleport_actor(ds2_domik_st_ht_cut_scene_end_2_walk:ds2_domik_st_ht_cut_scene_end_2_look) =ht_run_postprocess(fade_out:2380)%
on_timer = 1000 | %=stop_postprocess(2280)%
[sr_idle@end_cam]
on_timer = 2500 | %=enable_ui% nil
@@ -0,0 +1,3 @@
![smart_terrain]
faction_respawn_num = {+lttz_hb_spawned_ds_isg_leader_squad -lttz_hb_removed_ds_isg_leader_squad} 0, {-hidden_threat_disabled +hidden_threat_task_1_stage_3 -hidden_threat_task_1_complete} 0, 2
@@ -0,0 +1,41 @@
[logic@ah_dark_pirogov]
active = beh@val_new_job
suitable = {=check_npc_name(ah_dark_pirogov)} true
prior = 110
level_spot = quest_npc
relationship = neutral
[beh@general]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = probe_stand
walk_anim = walk
jog_anim = rush
run_anim = rush
delay_anim = probe_stand
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
relationship = neutral
meet = hi_meet
[hi_meet]
trade_enable = false
meet_state = 30|hello@hail|20|wait@wait
meet_state_wpn = 30|backoff@threat_weap
victim = 30|actor
victim_wpn = 30|actor
use = true
use_wpn = false
syndata = hello@hail|backoff@threat_weap
[beh@val_new_job]:beh@general
pt1 = 65000, probe_stand | pos: -102.00485229492,0.97811383008957,-518.73101806641 look: -101.40835571289,0.97323018312454,-516.45758056641
pt2 = 15000, probe_stand | pos: -96.125137329102,0.97800177335739,-505.26446533203 look: -98.27197265625,0.97791212797165,-503.47760009766
pt3 = 15000, probe_stand | pos: -102.56257629395,0.97670882940292,-495.61135864258 look: -101.51818847656,0.97398990392685,-493.13507080078
path_end = loop
@@ -0,0 +1,15 @@
![spawn_army@novice]
spawn_num = {-hidden_threat_disabled +dialog_kirillov_1_flag -hidden_threat_task_4_stage_5} 0, 2
![spawn_army@advanced]
spawn_num = {-hidden_threat_disabled +dialog_kirillov_1_flag -hidden_threat_task_4_stage_5} 0, 1
[exclusive]
val_smart_terrain_1_2_army_leader_squad = darkvalley\val_smart_terrain_1_2_hidden_threat_logic.ltx
val_smart_terrain_1_2_isg_1 = darkvalley\val_smart_terrain_1_2_hidden_threat_logic.ltx
val_smart_terrain_1_2_isg_2 = darkvalley\val_smart_terrain_1_2_hidden_threat_logic.ltx
val_smart_terrain_1_2_isg_3 = darkvalley\val_smart_terrain_1_2_hidden_threat_logic.ltx
val_smart_terrain_1_2_isg_4 = darkvalley\val_smart_terrain_1_2_hidden_threat_logic.ltx
val_smart_terrain_1_2_isg_5 = darkvalley\val_smart_terrain_1_2_hidden_threat_logic.ltx
val_smart_terrain_1_2_isg_6 = darkvalley\val_smart_terrain_1_2_hidden_threat_logic.ltx
@@ -0,0 +1,3 @@
![exclusive]
ah_dark_pirogov = darkvalley\ah_dark_pirogov.ltx
@@ -0,0 +1,105 @@
[logic@val_smart_terrain_1_2_army_leader_squad]
active = walker@leader
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(val_1_2_army_defense_squad) =is_squad_commander} true
[logic@val_smart_terrain_1_2_isg_1]
active = camper@isg_1
prior = 200
suitable = {=target_squad_name(val_1_2_attack_isg_squad) =is_squad_commander} true
[logic@val_smart_terrain_1_2_isg_2]
active = camper@isg_2
prior = 200
suitable = {=target_squad_name(val_1_2_attack_isg_squad) !is_squad_commander} true
[logic@val_smart_terrain_1_2_isg_3]
active = camper@isg_3
prior = 200
suitable = {=target_squad_name(val_1_2_attack_isg_squad) !is_squad_commander} true
[logic@val_smart_terrain_1_2_isg_4]
active = camper@isg_4
prior = 200
suitable = {=target_squad_name(val_1_2_attack_isg_squad) !is_squad_commander} true
[logic@val_smart_terrain_1_2_isg_5]
active = camper@isg_5
prior = 200
suitable = {=target_squad_name(val_1_2_attack_isg_squad) !is_squad_commander} true
[logic@val_smart_terrain_1_2_isg_6]
active = camper@isg_6
prior = 200
suitable = {=target_squad_name(val_1_2_attack_isg_squad) !is_squad_commander} true
[walker@base]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
[camper@base]:walker@base
radius = 1
def_state_standing = hide
invulnerable = true
meet = no_meet
on_timer = 5000 | camper@isg_attack
[walker@leader]:walker@base
path_walk = leader_walk
path_look = leader_look
def_state_moving1 = run
def_state_standing = ward
meet = meet@leader
on_info = {+val_1_2_army_combat} nil
[meet@leader]
close_anim = nil
close_victim = nil
close_snd_hello = nil
close_snd_bye = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
trade_enable = false
allow_break = false
use = {=actor_enemy} false, true
meet_dialog = sl_hidden_threat_dialog_darkvalley_squad_leader
[camper@isg_1]:camper@base
path_walk = isg_1_walk
path_look = isg_1_look
on_info = {!npc_has_item(sl_ht_pda_isg_leader) -darkvalley_spawn_pda} %=give_items(sl_ht_pda_isg_leader) +darkvalley_spawn_pda%
[camper@isg_2]:camper@base
path_walk = isg_2_walk
path_look = isg_2_look
[camper@isg_3]:camper@base
path_walk = isg_3_walk
path_look = isg_3_look
[camper@isg_4]:camper@base
path_walk = isg_4_walk
path_look = isg_4_look
[camper@isg_5]:camper@base
path_walk = isg_5_walk
path_look = isg_5_look
[camper@isg_6]:camper@base
path_walk = isg_6_walk
path_look = isg_6_look
[camper@isg_attack]
path_walk = attack_isg_patrol_walk
radius = 15
invulnerable = false
gather_items_enabled = true
help_wounded_enabled = true
corpse_detection_enabled = false
meet = no_meet
on_signal = path_end | nil
@@ -0,0 +1,15 @@
[logic]
active = ph_idle@wait
[ph_idle@wait]
on_info = {=actor_has_item(sl_ht_voice_recorder_task_6) -hidden_threat_task_6_stage_2} ph_idle@wait_2
on_info2 = {+hidden_threat_task_6_stage_3} ph_idle@wait_3
[ph_idle@wait_2]
tips = st_sl_hidden_threat_radio_tips_1
on_use = %+hidden_threat_task_6_stage_2 =remove_item(sl_ht_voice_recorder_task_6)% ph_idle@wait
[ph_idle@wait_3]
tips = st_sl_hidden_threat_radio_tips_2
on_use = %=actor_add_item(sl_ht_voice_recorder_task_6)% nil
@@ -0,0 +1,36 @@
[logic@survived_stalker]
active = animpoint@survived_stalker
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(esc_survived_stalker_squad) } true
[walker@base]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
invulnerable = {=fighting_actor} false, {=dist_to_actor_le(30)} false, true
on_info = {-esc_survived_stalker_squad_death !fighting_actor} %=play_sound(esc_survived_stalker_sound)%
[animpoint@survived_stalker]:walker@base
cover_name = esc_smart_terrain_5_7_animpoint_kamp14
avail_animations = animpoint_sit_normal_drink_vodka
reach_movement = walk_noweap
reach_distance = 10
use_camp = false
meet = meet@survived_stalker
[meet@survived_stalker]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
close_snd_distance = 0
abuse = false
use = {+hidden_threat_task_1_stage_3} false, {=fighting_actor} false, true
meet_on_talking = false
trade_enable = false
allow_break = false
meet_dialog = sl_hidden_threat_dialog_survived
@@ -0,0 +1,3 @@
![exclusive]
survived_stalker = escape\esc_hidden_threat_logic.ltx
@@ -0,0 +1,40 @@
[logic@ah_up_juk]
active = beh@jup_new_job
suitable = {=check_npc_name(ah_up_juk)} true
prior = 110
level_spot = quest_npc
relationship = neutral
[beh@general]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = probe_stand
walk_anim = walk
jog_anim = rush
run_anim = rush
delay_anim = probe_stand
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
relationship = neutral
meet = hi_meet
[hi_meet]
trade_enable = false
meet_state = 30|hello@hail|20|wait@wait
meet_state_wpn = 30|backoff@threat_weap
victim = 30|actor
victim_wpn = 30|actor
use = true
use_wpn = false
syndata = hello@hail|backoff@threat_weap
[beh@jup_new_job]:beh@general
pt1 = 15000, probe_stand | pos: -63.069240570068,4.3264961242676,139.63882446289 look: -59.992729187012,4.3957495689392,139.52165222168
pt2 = 65000, probe_stand | pos: -65.361946105957,3.7862064838409,155.07955932617 look: -65.405868530273,3.9468972682953,151.85801696777
pt3 = 25000, probe_stand | pos: -57.637634277344,4.3204579353333,144.72645568848 look: -59.05712890625,4.4137048721313,142.11756896973
path_end = loop
@@ -0,0 +1,28 @@
[logic@jup_a10_vagabond]
active = walker
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(brodyaga_squad)} true
[walker]
path_walk = jup_a10_bandit_leader_walk
path_look = jup_a10_bandit_leader_look
def_state_moving1 = run
def_state_standing = ward
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
invulnerable = {+cs_task3_start_done -brodyaga_cs_story_dialog2_bil} true, false
meet = meet
[meet]
close_anim = nil
close_victim = nil
close_snd_hello = nil
close_snd_bye = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
trade_enable = false
use = true
@@ -0,0 +1,98 @@
[logic@jup_depo_sbu_enforcer_1]
active = walker@enforcer_1
prior = 250
suitable = {=target_squad_name(jup_b208_ht_sbu_squad) =check_npc_name(jup_b208_ht_sbu_enforcer_1)} true
[logic@jup_depo_sbu_enforcer_2]
active = walker@enforcer_2
prior = 250
suitable = {=target_squad_name(jup_b208_ht_sbu_squad) =check_npc_name(jup_b208_ht_sbu_enforcer_2)} true
[logic@jup_depo_sbu_soldier_3]
active = walker@soldier_3
prior = 200
suitable = {=target_squad_name(jup_b208_ht_sbu_squad)} true
[logic@jup_depo_sbu_soldier_4]
active = walker@soldier_4
prior = 200
suitable = {=target_squad_name(jup_b208_ht_sbu_squad)} true
[logic@jup_depo_sbu_soldier_5]
active = animpoint@soldier_5
prior = 200
suitable = {=target_squad_name(jup_b208_ht_sbu_squad)} true
[logic@jup_depo_sbu_soldier_6]
active = animpoint@soldier_6
prior = 200
suitable = {=target_squad_name(jup_b208_ht_sbu_squad)} true
[logic@jup_depo_sbu_agent]
active = animpoint@agent
prior = 200
suitable = {=target_squad_name(jup_b208_ht_sbu_agent_squad)} true
[walker@base]
invulnerable = true
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
meet = no_meet
[walker@enforcer_1]:walker@base
path_walk = sbu_guard_1_walk
path_look = sbu_guard_1_look
def_state_standing = give_orders
[walker@enforcer_2]:walker@base
path_walk = sbu_guard_2_walk
path_look = sbu_guard_2_look
def_state_standing = give_orders
[walker@soldier_3]:walker@base
path_walk = walker_1_walk
path_look = walker_1_look
def_state_standing = sit_knee
[walker@soldier_4]:walker@base
path_walk = walker_2_walk
path_look = walker_2_look
def_state_standing = sit
[animpoint@soldier_5]:walker@base
cover_name = jup_b208_animpoint_1
avail_animations = animpoint_sit_high
reach_movement = walk_noweap
reach_distance = 10
[animpoint@soldier_6]:walker@base
cover_name = jup_b208_animpoint_2
avail_animations = animpoint_stay_wall
reach_movement = walk_noweap
reach_distance = 10
[animpoint@agent]:walker@base
cover_name = trader_monolith_jup_depo_plase
avail_animations = animpoint_stay_wall
reach_movement = walk_noweap
reach_distance = 10
meet = meet@agent
[meet@agent]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
close_snd_distance = 0
abuse = false
use = {+hidden_threat_task_7_stage_2 -hidden_threat_task_7_stage_3} true, false
meet_on_talking = false
trade_enable = false
allow_break = false
meet_dialog = sl_hidden_threat_dialog_jup_agent_d1
@@ -0,0 +1,131 @@
[logic@jup_b8_army_1]
active = walker@army_1
prior = 200
suitable = {=target_squad_name(jup_b8_army_dead_squad)} true
[logic@jup_b8_army_2]
active = walker@army_2
prior = 200
suitable = {=target_squad_name(jup_b8_army_dead_squad)} true
[logic@jup_b8_army_3]
active = walker@army_3
prior = 200
suitable = {=target_squad_name(jup_b8_army_dead_squad)} true
[logic@jup_b8_army_4]
active = walker@army_4
prior = 200
suitable = {=target_squad_name(jup_b8_army_dead_squad)} true
[logic@jup_b8_army_5]
active = walker@army_5
prior = 200
suitable = {=target_squad_name(jup_b8_army_dead_squad)} true
[logic@jup_b8_army_6]
active = walker@army_6
prior = 200
suitable = {=target_squad_name(jup_b8_army_dead_squad)} true
[logic@jup_b8_isg_1]
active = walker@isg_1
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(jup_b8_isg_attack_squad)} true
[logic@jup_b8_isg_2]
active = walker@isg_2
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(jup_b8_isg_attack_squad)} true
[logic@jup_b8_isg_3]
active = walker@isg_3
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(jup_b8_isg_attack_squad)} true
[logic@jup_b8_isg_4]
active = walker@isg_4
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(jup_b8_isg_attack_squad)} true
[logic@jup_b8_isg_5]
active = walker@isg_5
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(jup_b8_isg_attack_squad)} true
[logic@jup_b8_isg_6]
active = walker@isg_6
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(jup_b8_isg_attack_squad)} true
[walker@base]
use_camp = false
combat_ignore_cond = {-jup_b8_isg_combat} true, false
combat_ignore_keep_when_attacked = {-jup_b8_isg_combat} true, false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
meet = no_meet
[walker@army_base]:walker@base
def_state_moving1 = run
on_signal = path_end | %=kill_npc%
[walker@isg_idle]:walker@base
def_state_standing = hide
on_info = {+jup_b8_isg_combat} walker@attack_isg
[walker@attack_isg]:walker@base
path_walk = attack_isg_1_walk
path_look = attack_isg_1_look
def_state_moving1 = sneak_run
on_timer = 5000 | nil
[walker@army_1]:walker@army_base
path_walk = army_1_walk
[walker@army_2]:walker@army_base
path_walk = army_2_walk
[walker@army_3]:walker@army_base
path_walk = army_3_walk
[walker@army_4]:walker@army_base
path_walk = army_4_walk
[walker@army_5]:walker@army_base
path_walk = army_5_walk
[walker@army_6]:walker@army_base
path_walk = army_6_walk
[walker@isg_1]:walker@isg_idle
path_walk = isg_1_walk
path_look = isg_1_look
[walker@isg_2]:walker@isg_idle
path_walk = isg_2_walk
path_look = isg_2_look
[walker@isg_3]:walker@isg_idle
path_walk = isg_3_walk
path_look = isg_3_look
[walker@isg_4]:walker@isg_idle
path_walk = isg_4_walk
path_look = isg_4_look
[walker@isg_5]:walker@isg_idle
path_walk = isg_5_walk
path_look = isg_5_look
[walker@isg_6]:walker@isg_idle
path_walk = isg_6_walk
path_look = isg_6_look
@@ -0,0 +1,6 @@
[logic]
active = {-hidden_threat_disabled} sr_idle@start, nil
[sr_idle@start]
on_actor_inside = {-jup_b8_isg_combat =squad_exist(jup_b8_isg_attack_squad)} %+jup_b8_isg_combat =ht_add_mine% nil
@@ -0,0 +1,9 @@
![spawn_all_weak]
spawn_num = {+cs_task3_start_done -brodyaga_cs_story_dialog2_bil} 0, 1
![spawn_all_normal]
spawn_num = {+cs_task3_start_done -brodyaga_cs_story_dialog2_bil} 0, 1
![exclusive]
jup_a10_vagabond = jupiter\jup_a10_vagabond_logic.ltx
@@ -0,0 +1,3 @@
![exclusive]
ah_up_juk = jupiter\ah_up_juk.ltx
@@ -0,0 +1,15 @@
![spawn_zombie]
spawn_num = {-hidden_threat_disabled +hidden_threat_task_7_stage_2 -hidden_threat_complete} 0, {-lttz_hb_isg_leader_in_jup} 1, 0
![spawn_chimera]
spawn_num = {-hidden_threat_disabled +hidden_threat_task_7_stage_2 -hidden_threat_complete} 0, {=actor_week_in_zone(1) -lttz_hb_isg_leader_in_jup} 1, 0
![exclusive]
jup_depo_sbu_enforcer_1 = jupiter\jup_b208_hidden_threat_logic.ltx
jup_depo_sbu_enforcer_2 = jupiter\jup_b208_hidden_threat_logic.ltx
jup_depo_sbu_soldier_3 = jupiter\jup_b208_hidden_threat_logic.ltx
jup_depo_sbu_soldier_4 = jupiter\jup_b208_hidden_threat_logic.ltx
jup_depo_sbu_soldier_5 = jupiter\jup_b208_hidden_threat_logic.ltx
jup_depo_sbu_soldier_6 = jupiter\jup_b208_hidden_threat_logic.ltx
jup_depo_sbu_agent = jupiter\jup_b208_hidden_threat_logic.ltx
@@ -0,0 +1,15 @@
![exclusive]
-- Hidden Threat --
jup_b8_army_1 = jupiter\jup_b8_hidden_threat_logic.ltx
jup_b8_army_2 = jupiter\jup_b8_hidden_threat_logic.ltx
jup_b8_army_3 = jupiter\jup_b8_hidden_threat_logic.ltx
jup_b8_army_4 = jupiter\jup_b8_hidden_threat_logic.ltx
jup_b8_army_5 = jupiter\jup_b8_hidden_threat_logic.ltx
jup_b8_army_6 = jupiter\jup_b8_hidden_threat_logic.ltx
jup_b8_isg_1 = jupiter\jup_b8_hidden_threat_logic.ltx
jup_b8_isg_2 = jupiter\jup_b8_hidden_threat_logic.ltx
jup_b8_isg_3 = jupiter\jup_b8_hidden_threat_logic.ltx
jup_b8_isg_4 = jupiter\jup_b8_hidden_threat_logic.ltx
jup_b8_isg_5 = jupiter\jup_b8_hidden_threat_logic.ltx
jup_b8_isg_6 = jupiter\jup_b8_hidden_threat_logic.ltx
@@ -0,0 +1,41 @@
[logic@ah_bol_kovalev]
active = beh@mar_smart_terrain_base_new_job
suitable = {=check_npc_name(ah_bol_kovalev)} true
prior = 110
level_spot = quest_npc
relationship = neutral
[beh@general]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = probe_stand
walk_anim = walk
jog_anim = rush
run_anim = rush
delay_anim = probe_stand
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
relationship = neutral
meet = hi_meet
[hi_meet]
trade_enable = false
meet_state = 30|hello@hail|20|wait@wait
meet_state_wpn = 30|backoff@threat_weap
victim = 30|actor
victim_wpn = 30|actor
use = true
use_wpn = false
syndata = hello@hail|backoff@threat_weap
[beh@mar_smart_terrain_base_new_job]:beh@general
pt1 = 25000, probe_stand | pos:288.99154663086,0.14023238420486,-167.08714294434 look:288.73202514648,0.14321812987328,-161.37533569336
pt2 = 25000, probe_stand | pos:286.21429443359,0.14075270295143,-154.71951293945 look:288.0087890625,0.14176845550537,-156.56750488281
pt3 = 25000, probe_stand | pos:272.40661621094,0.23410928249359,-163.35200500488 look:275.63122558594,-0.20122890174389,-162.12696838379
pt4 = 25000, probe_stand | pos:297.65454101563,0.6477045416832,-155.74212646484 look:295.49169921875,0.66006296873093,-155.86683654785
path_end = loop
@@ -0,0 +1,3 @@
![exclusive]
ah_bol_kovalev = marsh\ah_bol_kovalev.ltx
@@ -0,0 +1,38 @@
[logic@ah_mil_chernov]
active = beh@mil_new_job
suitable = {=check_npc_name(ah_mil_chernov)} true
prior = 110
level_spot = quest_npc
relationship = neutral
[beh@general]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = probe_stand
walk_anim = walk
jog_anim = rush
run_anim = rush
delay_anim = probe_stand
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
relationship = neutral
meet = hi_meet
[hi_meet]
trade_enable = false
meet_state = 30|hello@hail|20|wait@wait
meet_state_wpn = 30|backoff@threat_weap
victim = 30|actor
victim_wpn = 30|actor
use = true
use_wpn = false
syndata = hello@hail|backoff@threat_weap
[beh@mil_new_job]:beh@general
pt1 = 25000, probe_stand | pos: -192.39744567871,-16.035205841064,367.49401855469 look: -189.71267700195,-16.110769271851,372.04183959961
path_end = loop
@@ -0,0 +1,3 @@
[exclusive]
ah_mil_chernov = military\ah_mil_chernov.ltx
@@ -0,0 +1,25 @@
![logic]
active = ph_door@locked
[ph_door@locked_base]
locked = true
closed = true
tip_open = tip_open_another_site
snd_open_start = trader_door_locked
on_info = {+pri_b304_doors_open} ph_door@close
[ph_door@locked]:ph_door@locked_base
on_use = ph_door@locked_tips %=add_cs_text(st_sl_hidden_threat_locked_door_tips)%
[ph_door@locked_tips]:ph_door@locked_base
on_timer = 3000 | ph_door@locked %=del_cs_text()%
![ph_door@close]
on_use = {-pri_b304_big_door_open} ph_door@open %+pri_b304_big_door_open%
on_info = {+pri_b304_big_door_open} ph_door@open
!on_info2
![ph_door@open]
on_use = {+pri_b304_big_door_open} ph_door@close %-pri_b304_big_door_open%
on_info = {-pri_b304_big_door_open} ph_door@close
@@ -0,0 +1,25 @@
![logic]
active = ph_door@locked
[ph_door@locked_base]
locked = true
closed = true
tip_open = tip_open_another_site
snd_open_start = trader_door_locked
on_info = {+pri_b304_doors_open} ph_door@close
[ph_door@locked]:ph_door@locked_base
on_use = ph_door@locked_tips %=add_cs_text(st_sl_hidden_threat_locked_door_tips)%
[ph_door@locked_tips]:ph_door@locked_base
on_timer = 3000 | ph_door@locked %=del_cs_text()%
![ph_door@close]
on_use = {-pri_b304_big_door_open} ph_door@open %+pri_b304_big_door_open%
on_info = {+pri_b304_big_door_open} ph_door@open
!on_info2
![ph_door@open]
on_use = {+pri_b304_big_door_open} ph_door@close %-pri_b304_big_door_open%
on_info = {-pri_b304_big_door_open} ph_door@close
@@ -0,0 +1,69 @@
[logic@pri_a15_enforcer_1]
active = walker@enforcer_1
prior = 250
suitable = {=target_squad_name(pri_a15_ht_sbu_squad) =check_npc_name(pri_a15_ht_sbu_enforcer_1)} true
[logic@pri_a15_enforcer_2]
active = walker@enforcer_2
prior = 250
suitable = {=target_squad_name(pri_a15_ht_sbu_squad) =check_npc_name(pri_a15_ht_sbu_enforcer_2)} true
[logic@pri_a15_soldier_3]
active = walker@soldier_3
prior = 200
suitable = {=target_squad_name(pri_a15_ht_sbu_squad)} true
[logic@pri_a15_soldier_4]
active = walker@soldier_4
prior = 200
suitable = {=target_squad_name(pri_a15_ht_sbu_squad)} true
[logic@pri_a15_soldier_5]
active = walker@soldier_5
prior = 200
suitable = {=target_squad_name(pri_a15_ht_sbu_squad)} true
[logic@pri_a15_soldier_6]
active = walker@soldier_6
prior = 200
suitable = {=target_squad_name(pri_a15_ht_sbu_squad)} true
[walker@base]
invulnerable = true
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
meet = no_meet
[walker@enforcer_1]:walker@base
path_walk = sbu_guard_1_walk
path_look = sbu_guard_1_look
def_state_standing = give_orders
[walker@enforcer_2]:walker@base
path_walk = sbu_guard_2_walk
path_look = sbu_guard_2_look
def_state_standing = give_orders
[walker@soldier_3]:walker@base
path_walk = sbu_guard_3_walk
path_look = sbu_guard_3_look
def_state_standing = hide
[walker@soldier_4]:walker@base
path_walk = sbu_guard_4_walk
path_look = sbu_guard_4_look
def_state_standing = hide
[walker@soldier_5]:walker@base
path_walk = sbu_walker_1_walk
path_look = sbu_walker_1_look
def_state_standing = guard
[walker@soldier_6]:walker@base
path_walk = sbu_walker_2_walk
path_look = sbu_walker_2_look
def_state_standing = guard
@@ -0,0 +1,258 @@
[logic@pri_a17_gorobez]
active = walker@gorobez
prior = 200
suitable = {=target_squad_name(pri_army_ser_gorobez_squad)} true
dont_keep_items = true
can_select_weapon = false
on_hit = hit@gorobez
on_death = death@gorobez
[logic@pri_a17_isg_leader]
active = walker@isg_leader
prior = 200
suitable = {=target_squad_name(pri_isg_leader_squad)} true
[logic@pri_a17_isg_guard_1]
active = walker@isg_guard_1
prior = 200
suitable = {=target_squad_name(pri_isg_guard_squad)} true
[logic@pri_a17_isg_guard_2]
active = walker@isg_guard_2
prior = 200
suitable = {=target_squad_name(pri_isg_guard_squad)} true
[logic@pri_a17_isg_agent]
active = walker@isg_agent
prior = 200
suitable = {=target_squad_name(pri_isg_agent_squad)} true
[walker@base]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
[walker@base_isg_guard]:walker@base
def_state_standing = threat
meet = no_meet
[remark@base]
no_move = true
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
[meet@base]
close_anim = nil
close_victim = nil
close_snd_hello = nil
close_snd_bye = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
trade_enable = false
allow_break = false
[walker@gorobez]:remark@base
path_walk = gorobez_walk
path_look = gorobez_look
on_signal = path_end | remark@gorobez_1
[remark@gorobez_1]:remark@base
anim = ward_noweap
target = path | pri_a17_gorobez_idle_look,0
invulnerable = true
meet = meet@gorobez
on_info = {+pri_a17_prisoner} remark@gorobez_2
[remark@gorobez_2]:remark@base
anim = hands_up
target = path | pri_b301_home_1,0
invulnerable = false
meet = meet@gorobez
on_info = {+dialog_isg_leader_2_flag} remark@gorobez_3
[remark@gorobez_3]:remark@base
anim = hands_up
target = path | pri_b301_home_1,0
invulnerable = false
meet = meet@gorobez
on_hit = hit@gorobez
[meet@gorobez]:meet@base
use = {-pri_a17_prisoner} true, false
meet_dialog = sl_hidden_threat_dialog_gorobez
[hit@gorobez]
on_info = {=squad_exist(pri_army_ser_gorobez_squad)} %=kill_squad(pri_army_ser_gorobez_squad)%
[death@gorobez]
on_info = {-dialog_isg_leader_2_flag} %+hidden_threat_disabled% nil
[walker@isg_leader]
path_walk = isg_leader_walk
path_look = isg_leader_look
on_signal = path_end | remark@isg_leader_1
[remark@isg_leader_1]:remark@base
anim = ward_noweap_short
target = story | actor
meet = meet@isg_leader_1
on_info = {+dialog_isg_leader_2_flag} remark@isg_leader_2
[remark@isg_leader_2]:remark@base
anim = ward_noweap_short
target = story | army_ser_gorobez
meet = no_meet
on_timer = 3000 | remark@isg_leader_3
[remark@isg_leader_3]:remark@base
anim = ward_noweap_short
target = story | actor
meet = no_meet
on_timer = 3000 | remark@isg_leader_4 %=enable_imput(true)%
[remark@isg_leader_4]:remark@base
anim = ward_noweap_short
target = story | actor
meet = meet@isg_leader_2
on_info = {+dialog_isg_leader_3_flag} walker@isg_leader_end %=disable_ui%
[walker@isg_leader_end]:walker@base
path_walk = isg_leader_end_walk
def_state_moving1 = walk_noweap
on_signal = path_end | {=squad_exist(pri_isg_leader_squad)} %=remove_squad(pri_isg_leader_squad)%
[meet@isg_leader_1]:meet@base
use = {+dialog_isg_leader_1_flag -dialog_isg_leader_2_flag} self, false
meet_dialog = sl_hidden_threat_dialog_isg_leader_d1
[meet@isg_leader_2]:meet@base
use = {+dialog_isg_leader_2_flag -dialog_isg_leader_3_flag} self, false
meet_dialog = sl_hidden_threat_dialog_isg_leader_d2
[walker@isg_guard_1]:walker@base_isg_guard
path_walk = isg_guard_1_walk
path_look = isg_guard_1_look
on_signal = path_end | remark@isg_guard_1_1
[remark@isg_guard_1_1]:remark@base
anim = threat
target = story | army_ser_gorobez
meet = no_meet
on_info = {+dialog_isg_leader_2_flag} remark@isg_guard_1_2
[remark@isg_guard_1_2]:remark@base
anim = threat
target = story | army_ser_gorobez
meet = no_meet
on_timer = 3500 | remark@isg_guard_1_3
[remark@isg_guard_1_3]:remark@base
anim = threat_sniper_fire
target = story | army_ser_gorobez
meet = no_meet
on_info = %=ht_hit_obj_on_job(pri_a17:pri_a17_gorobez)%
on_timer = 1000 | walker@isg_guard_1_4
[walker@isg_guard_1_4]:walker@base_isg_guard
path_walk = isg_guard_1_1_walk
path_look = isg_guard_1_1_look
on_signal = path_end | remark@isg_guard_1_5
[remark@isg_guard_1_5]:remark@base
anim = threat
target = story | actor
meet = no_meet
on_info = {+dialog_isg_leader_3_flag} remark@isg_guard_1_6
[remark@isg_guard_1_6]:remark@base
anim = threat
target = story | actor
meet = no_meet
on_timer = 3000 | walker@isg_guard_1_7
[walker@isg_guard_1_7]:walker@base_isg_guard
path_walk = player_walk
def_state_moving1 = walk_noweap
on_actor_dist_le_nvis = 2 | remark@isg_guard_1_8
[remark@isg_guard_1_8]:remark@base
anim = punch
target = story | actor
meet = no_meet
on_timer = 700 | {-pri_a17_punch_play_sound} %=play_sound(pri_actor_punch_sound) +pri_a17_punch_play_sound% walker@isg_guard_1_9
[walker@isg_guard_1_9]:walker@base_isg_guard
path_walk = isg_guard_1_1_walk
path_look = isg_guard_1_1_look
on_signal = path_end | remark@isg_guard_1_10
on_info = %=disable_ui%
[remark@isg_guard_1_10]:remark@base
anim = threat
target = story | actor
meet = no_meet
[walker@isg_guard_2]:walker@base_isg_guard
path_walk = isg_guard_2_walk
path_look = isg_guard_2_look
[walker@isg_agent]:walker@base
path_walk = isg_agent_walk
path_look = isg_agent_look
on_info = %=actor_neutral%
on_timer = 3000 | walker@agent_1
[walker@agent_1]:walker@base
path_walk = isg_agent_start_walk
def_state_standing = threat
on_signal = path_end | remark@agent_2
[remark@agent_2]:walker@base
target = job | logic@pri_a17_isg_guard_2, pri_a17
anim = threat_sniper_fire
meet = no_meet
on_info = %=ht_hit_obj_on_job(pri_a17:pri_a17_isg_guard_2)%
on_timer = 1000 | remark@agent_3
[remark@agent_3]:walker@base
target = job | logic@pri_a17_isg_guard_1, pri_a17
anim = threat_sniper_fire
meet = no_meet
on_info = %=ht_hit_obj_on_job(pri_a17:pri_a17_isg_guard_1)%
on_timer = 1000 | walker@agent_4
[walker@agent_4]:walker@base
path_walk = isg_leader_walk
path_look = isg_leader_look
meet = no_meet
on_signal = path_end | remark@agent_5
[remark@agent_5]:remark@base
anim = wait_na
target = story | actor
meet = no_meet
on_timer = 1000 | remark@agent_6 %=enable_imput(true)%
[remark@agent_6]:remark@base
anim = wait_na
target = story | actor
meet = meet@agent
on_info = {+hidden_threat_task_5_stage_2} walker@agent_7
[walker@agent_7]:walker@base
path_walk = isg_leader_end_walk
def_state_moving1 = sprint
meet = no_meet
on_signal = path_end | {=squad_exist(pri_isg_agent_squad)} %=remove_squad(pri_isg_agent_squad)%
[meet@agent]:meet@base
use = {+pri_isg_guard_squad_death -hidden_threat_task_5_stage_2} self, false
meet_dialog = sl_hidden_threat_dialog_isg_agent_d1
@@ -0,0 +1,50 @@
[logic]
active = {-hidden_threat_disabled} sr_idle@precondition, nil
[sr_idle@precondition]
on_actor_inside = {+pri_a17_prisoner -hidden_threat_task_5_stage_2} sr_idle@scene_cam_1
on_info = {+pri_a17_prisoner +hidden_threat_task_5_stage_2} nil
[sr_idle@scene_cam_1]
on_info = %=disable_ui =clear_smart_terrain(pri_a17) =clear_scene_from_monsters(pri_a17)%
on_info2 = %=ht_run_postprocess(fade_in:2990) =play_sound_on_actor(cutscenes\hit_pain_1)%
on_info3 = %=run_cam_effector(surge_02:7415:false)%
on_info4 = %=create_squad(pri_isg_guard_squad:pri_a17) =create_squad(pri_isg_leader_squad:pri_a17)% sr_idle@wait_1
[sr_idle@wait_1]
on_signal = cameff_end | %=ht_run_postprocess(black:2990:true) =teleport_actor(pri_a17_player_walk:pri_a17_player_look) =ht_pri_a17_play_sound% sr_idle@timer_1
[sr_idle@timer_1]
on_timer = 7000 | sr_idle@scene_cam_2
[sr_idle@scene_cam_2]
on_info = %=ht_run_postprocess(fade_out:2990) =ht_run_postprocess(snd_shock:2991)%
on_info2 = %=run_cam_effector(prison_1:7415:false)% sr_idle@wait_2
[sr_idle@wait_2]
on_signal = cameff_end | %+dialog_isg_leader_1_flag =enable_imput(true)% sr_idle@action_2_1
[sr_idle@action_2_1]
on_info = {+dialog_isg_leader_2_flag} %=disable_ui% sr_idle@action_2_2
[sr_idle@action_2_2]
on_info2 = {+pri_a17_punch_play_sound} sr_idle@scene_cam_3
[sr_idle@scene_cam_3]
on_info = %=ht_run_postprocess(deimos1:2920:true) =ht_run_postprocess(blur:2921:true)%
on_info2 = %=run_cam_effector(fatigue:7415:true)%
on_info3 = %=create_squad(pri_isg_agent_squad:pri_a17)% sr_idle@wait_cam_3
[sr_idle@wait_cam_3]
on_info = {+pri_isg_guard_squad_death} sr_idle@scene_cam_4
[sr_idle@scene_cam_4]
on_info = %=ht_run_postprocess(fade_out:2920) =ht_run_postprocess(snd_shock:2921)%
on_info2 = %=run_cam_effector(prison_1:7415:false)% sr_idle@wait_4
[sr_idle@wait_4]
on_signal = cameff_end | %=ht_stop_postprocess(2921)% sr_idle@action_4_1
[sr_idle@action_4_1]
on_info = {+hidden_threat_task_5_stage_2 !squad_exist(pri_isg_agent_squad)} %=enable_ui% nil
@@ -0,0 +1,23 @@
[logic@pri_b304_ht_burer_1]
active = mob_home@squad_1
prior = 299
monster_job = true
suitable = {=target_squad_name(pri_b304_ht_burer_squad_1)} true
[logic@pri_b304_ht_burer_2]
active = mob_home@squad_2
prior = 299
monster_job = true
suitable = {=target_squad_name(pri_b304_ht_burer_squad_2)} true
[mob_home@base]
home_min_radius = 3
home_max_radius = 3
aggressive = true
[mob_home@squad_1]:mob_home@base
path_home = spawn_2
[mob_home@squad_2]:mob_home@base
path_home = spawn_6
@@ -0,0 +1,11 @@
[logic]
active = sr_idle@wait
[sr_idle@wait]
on_actor_inside = sr_idle@start
[sr_idle@start]
on_info = {!squad_exist(pri_b304_ht_burer_squad_1)} %=create_squad(pri_b304_ht_burer_squad_1:pri_b304_monsters_smart_terrain)%
on_info2 = {!squad_exist(pri_b304_ht_burer_squad_2)} %=create_squad(pri_b304_ht_burer_squad_2:pri_b304_monsters_smart_terrain)%
on_info3 = %+pri_b304_doors_open% nil
@@ -0,0 +1,194 @@
[logic@pri_b35_ht_degtyarev]
active = smartcover@degtyarev
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(pri_b35_mercs_ht_degtyarev_squad)} true
[logic@pri_b35_ht_strelok]
active = smartcover@strelok
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(pri_b35_mercs_ht_strelok_squad)} true
[logic@pri_b35_ht_agent_1]
active = smartcover@agent_1
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(pri_b35_mercs_ht_agents_sbu_squad)} true
[logic@pri_b35_ht_agent_2]
active = smartcover@agent_2
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(pri_b35_mercs_ht_agents_sbu_squad)} true
[logic@pri_b35_ht_isg_1]
active = smartcover@isg_1
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(pri_b35_mercs_ht_isg_squad)} true
[logic@pri_b35_ht_isg_2]
active = smartcover@isg_2
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(pri_b35_mercs_ht_isg_squad)} true
[logic@pri_b35_ht_isg_3]
active = smartcover@isg_3
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(pri_b35_mercs_ht_isg_squad)} true
[logic@pri_b35_ht_isg_4]
active = smartcover@isg_4
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(pri_b35_mercs_ht_isg_squad)} true
[logic@pri_b35_ht_isg_5]
active = smartcover@isg_5
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(pri_b35_mercs_ht_isg_squad)} true
[logic@pri_b35_ht_isg_6]
active = smartcover@isg_6
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(pri_b35_mercs_ht_isg_squad)} true
[smartcover@base]
cover_state = = default_behaviour
use_in_combat = true
use_camp = false
invulnerable = {+pri_b35_military_isg_sniper_squad_death} false, {+pri_b35_mercs_fail_scene} false, true
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
wounded = wounded
meet = no_meet
[remark@base]
no_move = true
no_rotate = true
gather_items_enabled = false
corpse_detection_enabled = false
[wounded]
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
[smartcover@degtyarev]:smartcover@base
cover_name = pripyat_smart_cover_0340
loophole_name = crouch_front_right
on_info = {+pri_b35_mercs_ht_isg_squad_death} walker@degtyarev
[walker@degtyarev]
path_walk = degtyarev_walk
path_look = degtyarev_look
gather_items_enabled = false
corpse_detection_enabled = false
invulnerable = {+hidden_threat_task_5_stage_5} true, false
meet = meet@degtyarev
on_actor_dist_le_nvis = 5 | remark@degtyarev
on_info = {=actor_has_item(sl_ht_case_quest_task_5) =squad_exist(pri_b35_mercs_ht_degtyarev_squad)} %=remove_squad(pri_b35_mercs_ht_degtyarev_squad)% nil
[remark@degtyarev]:remark@base
target = story | actor
meet = meet@degtyarev
on_actor_dist_ge_nvis = 5 | walker@degtyarev
[meet@degtyarev]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
close_snd_distance = 0
abuse = false
use = {+hidden_threat_task_5_stage_5} false, true
meet_on_talking = false
trade_enable = false
allow_break = false
meet_dialog = sl_hidden_threat_dialog_degtyarev_d1
[smartcover@strelok]:smartcover@base
cover_name = pripyat_smart_cover_0339
loophole_name = crouch_front_right
invulnerable = true
on_info = {=actor_enemy} %=actor_neutral%
on_info2 = {+pri_b35_mercs_ht_isg_squad_death} walker@strelok
[walker@strelok]
path_walk = envoy_1_walk
path_look = envoy_1_look
gather_items_enabled = false
corpse_detection_enabled = false
on_signal = path_end | remark@strelok
[remark@strelok]:remark@base
anim = sit_knee
on_info = {=actor_has_item(sl_ht_case_quest_task_5) =squad_exist(pri_b35_mercs_ht_strelok_squad)} %=remove_squad(pri_b35_mercs_ht_strelok_squad)% nil
[smartcover@agent_1]:smartcover@base
cover_name = pripyat_smart_cover_0337
loophole_name = stand_front_right
on_info = {+pri_b35_mercs_fail_scene} nil
on_info2 = {=actor_enemy} nil
on_info3 = {+pri_b35_mercs_ht_isg_squad_death} walker@agent_1
[walker@agent_1]:remark@base
path_walk = walker_1_walk
path_look = walker_1_look
meet = default_meet
[smartcover@agent_2]:smartcover@base
cover_name = pripyat_smart_cover_0338
loophole_name = stand_front_left
on_info = {+pri_b35_mercs_fail_scene} nil
on_info2 = {=actor_enemy} nil
on_info3 = {+pri_b35_mercs_ht_isg_squad_death} walker@agent_2
[walker@agent_2]:remark@base
path_walk = walker_2_walk
path_look = walker_2_look
meet = default_meet
on_info = {=actor_has_item(sl_ht_case_quest_task_5) =squad_exist(pri_b35_mercs_ht_agents_sbu_squad)} %=remove_squad(pri_b35_mercs_ht_agents_sbu_squad)% nil
[smartcover@isg_1]:smartcover@base
cover_name = pripyat_smart_cover_0054
loophole_name = stand_front_left
on_info = {+pri_b35_mercs_fail_scene} nil
[smartcover@isg_2]:smartcover@base
cover_name = pripyat_smart_cover_0053
loophole_name = crouch_front
on_info = {+pri_b35_military_isg_sniper_squad_death} nil
[smartcover@isg_3]:smartcover@base
cover_name = pripyat_smart_cover_0052
loophole_name = crouch_front
on_info = {+pri_b35_military_isg_sniper_squad_death} nil
[smartcover@isg_4]:smartcover@base
cover_name = pripyat_smart_cover_0050
loophole_name = crouch_front
on_info = {+pri_b35_military_isg_sniper_squad_death} nil
[smartcover@isg_5]:smartcover@base
cover_name = pripyat_smart_cover_0051
loophole_name = crouch_front
on_info = {+pri_b35_military_isg_sniper_squad_death} nil
[smartcover@isg_6]:smartcover@base
cover_name = pripyat_smart_cover_0048
loophole_name = stand_front_right
on_info = {+pri_b35_military_isg_sniper_squad_death} nil
@@ -0,0 +1,20 @@
[logic]
active = {-hidden_threat_disabled} sr_idle@precondition, nil
[sr_idle@precondition]
on_actor_inside = {-pri_b35_military_isg_sniper_squad_death +pri_b35_mercs_spawn_scene} sr_idle@prestart_cam_1
on_info = {+pri_b35_military_isg_sniper_squad_death} nil, {+pri_b35_mercs_fail_scene} nil
[sr_idle@prestart_cam_1]
on_info = %=disable_ui +pri_b35_mercs_fail_scene%
on_info2 = %=ht_run_postprocess(fade_out:2920) =ht_pri_b35_teleport_actor(safe)% sr_idle@timer
[sr_idle@timer]
on_timer = 700 | sr_idle@cam_start
[sr_idle@cam_start]
on_info = %=run_cam_effector_global(scenario_cam\pripyat\pri_b35_mercs_scene_fail_ht_task_5)% sr_idle@wait
[sr_idle@wait]
on_signal = cameff_end | %=ht_pri_b35_teleport_actor() =enable_ui% nil
@@ -0,0 +1,43 @@
[logic@pri_b35_military_isg_sniper]
active = camper@isg_sniper
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(pri_b35_military_isg_sniper_squad)} true
[remark@base]
no_move = true
no_rotate = true
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
[camper@isg_sniper]
path_walk = isg_sniper_walk
path_look = isg_sniper_look
def_state_moving = run
def_state_standing = threat
invulnerable = {=dist_to_actor_ge(50)} true, false
combat_ignore_cond = {=dist_to_actor_ge(10)} true, false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
meet = no_meet
on_info = {+pri_b35_mercs_fail_scene} remark@isg_sniper_fail_1
[remark@isg_sniper_fail_1]:remark@base
target = story | hidden_threat_degtyarev
anim = threat
on_timer = 4000 | remark@isg_sniper_fail_2
[remark@isg_sniper_fail_2]:remark@base
target = story | hidden_threat_degtyarev
anim = threat_sniper_fire
on_timer = 5000| remark@isg_sniper_fail_3 %=kill_squad(pri_b35_mercs_ht_degtyarev_squad)%
[remark@isg_sniper_fail_3]:remark@base
target = nil
anim = wait
on_timer = 3000 | nil
@@ -0,0 +1,14 @@
![spawn_zombied]
spawn_num = {-hidden_threat_disabled +hidden_threat_task_7_stage_2 -hidden_threat_complete} 0, {~50}1, 0
![stalker_sim_squad]
spawn_num = {-hidden_threat_disabled +hidden_threat_task_7_stage_2 -hidden_threat_complete} 0, {~50}1, 0
![exclusive]
pri_a15_enforcer_1 = pripyat\pri_a15_hidden_threat_logic.ltx
pri_a15_enforcer_2 = pripyat\pri_a15_hidden_threat_logic.ltx
pri_a15_soldier_3 = pripyat\pri_a15_hidden_threat_logic.ltx
pri_a15_soldier_4 = pripyat\pri_a15_hidden_threat_logic.ltx
pri_a15_soldier_5 = pripyat\pri_a15_hidden_threat_logic.ltx
pri_a15_soldier_6 = pripyat\pri_a15_hidden_threat_logic.ltx
@@ -0,0 +1,10 @@
![spawn_chimera]
spawn_num = {-hidden_threat_disabled +hidden_threat_task_5_start -hidden_threat_task_5_stage_2} 0, 1
![exclusive]
pri_a17_gorobez = pripyat\pri_a17_hidden_threat_logic.ltx
pri_a17_isg_leader = pripyat\pri_a17_hidden_threat_logic.ltx
pri_a17_isg_agent = pripyat\pri_a17_hidden_threat_logic.ltx
pri_a17_isg_guard_1 = pripyat\pri_a17_hidden_threat_logic.ltx
pri_a17_isg_guard_2 = pripyat\pri_a17_hidden_threat_logic.ltx
@@ -0,0 +1,4 @@
![exclusive]
pri_b304_ht_burer_1 = pripyat\pri_b304_hidden_threat_logic.ltx
pri_b304_ht_burer_2 = pripyat\pri_b304_hidden_threat_logic.ltx
@@ -0,0 +1,12 @@
![exclusive]
pri_b35_ht_degtyarev = pripyat\pri_b35_mercs_hidden_threat_logic.ltx
pri_b35_ht_strelok = pripyat\pri_b35_mercs_hidden_threat_logic.ltx
pri_b35_ht_agent_1 = pripyat\pri_b35_mercs_hidden_threat_logic.ltx
pri_b35_ht_agent_2 = pripyat\pri_b35_mercs_hidden_threat_logic.ltx
pri_b35_ht_isg_1 = pripyat\pri_b35_mercs_hidden_threat_logic.ltx
pri_b35_ht_isg_2 = pripyat\pri_b35_mercs_hidden_threat_logic.ltx
pri_b35_ht_isg_3 = pripyat\pri_b35_mercs_hidden_threat_logic.ltx
pri_b35_ht_isg_4 = pripyat\pri_b35_mercs_hidden_threat_logic.ltx
pri_b35_ht_isg_5 = pripyat\pri_b35_mercs_hidden_threat_logic.ltx
pri_b35_ht_isg_6 = pripyat\pri_b35_mercs_hidden_threat_logic.ltx
@@ -0,0 +1,3 @@
![exclusive]
pri_b35_military_isg_sniper = pripyat\pri_b35_military_hidden_threat_logic.ltx
@@ -0,0 +1,6 @@
![spawn_all_weak]
spawn_num = {+pri_b35_mercs_fail_scene} 1, {-hidden_threat_disabled +hidden_threat_task_5_stage_2 -pri_b35_military_isg_sniper_squad_death} 0, 1
![spawn_all_normal]
spawn_num = {+pri_b35_mercs_fail_scene} 1, {-hidden_threat_disabled +hidden_threat_task_5_stage_2 -pri_b35_military_isg_sniper_squad_death} 0, 1
@@ -0,0 +1,133 @@
[logic@aes_sm_monolith_blockpost4_monolith_1]
active = smartcover@monolith_1
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes_sm_monolith_blokpost4_monolith_squad)} true
[logic@aes_sm_monolith_blockpost4_monolith_2]
active = smartcover@monolith_2
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes_sm_monolith_blokpost4_monolith_squad)} true
[logic@aes_sm_monolith_blockpost4_monolith_3]
active = smartcover@monolith_3
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes_sm_monolith_blokpost4_monolith_squad)} true
[logic@aes_sm_monolith_blockpost4_monolith_4]
active = smartcover@monolith_4
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes_sm_monolith_blokpost4_monolith_squad)} true
[logic@aes_sm_monolith_blockpost4_monolith_5]
active = smartcover@monolith_5
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes_sm_monolith_blokpost4_monolith_squad)} true
[logic@aes_sm_monolith_blockpost4_monolith_6]
active = smartcover@monolith_6
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes_sm_monolith_blokpost4_monolith_squad)} true
[logic@aes_sm_monolith_blockpost4_merc_1]
active = smartcover@merc_1
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes_sm_monolith_blokpost4_merck_squad)} true
[logic@aes_sm_monolith_blockpost4_merc_2]
active = smartcover@merc_2
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes_sm_monolith_blokpost4_merck_squad)} true
[logic@aes_sm_monolith_blockpost4_merc_3]
active = smartcover@merc_3
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes_sm_monolith_blokpost4_merck_squad)} true
[logic@aes_sm_monolith_blockpost4_merc_4]
active = smartcover@merc_4
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes_sm_monolith_blokpost4_merck_squad)} true
[logic@aes_sm_monolith_blockpost4_merc_5]
active = smartcover@merc_5
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes_sm_monolith_blokpost4_merck_squad)} true
[logic@aes_sm_monolith_blockpost4_merc_6]
active = smartcover@merc_6
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes_sm_monolith_blokpost4_merck_squad)} true
[smartcover@base]
cover_state = = default_behaviour
use_in_combat = false
use_camp = false
invulnerable = {=fighting_actor} false, true
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
wounded = wounded
meet = no_meet
[smartcover@monolith_1]:smartcover@base
cover_name = stancia_smart_cover_ht_001
loophole_name = stand_front_right
[smartcover@monolith_2]:smartcover@base
cover_name = stancia_smart_cover_ht_002
loophole_name = stand_front_right
[smartcover@monolith_3]:smartcover@base
cover_name = stancia_smart_cover_ht_003
loophole_name = crouch_front
[smartcover@monolith_4]:smartcover@base
cover_name = stancia_smart_cover_ht_004
loophole_name = crouch_front
[smartcover@monolith_5]:smartcover@base
cover_name = stancia_smart_cover_ht_005
loophole_name = stand_front_right
[smartcover@monolith_6]:smartcover@base
cover_name = stancia_smart_cover_ht_006
loophole_name = crouch_front
[smartcover@merc_1]:smartcover@base
cover_name = stancia_smart_cover_ht_007
loophole_name = stand_front_left
[smartcover@merc_2]:smartcover@base
cover_name = stancia_smart_cover_ht_008
loophole_name = stand_front_left
[smartcover@merc_3]:smartcover@base
cover_name = stancia_smart_cover_ht_009
loophole_name = crouch_front
[smartcover@merc_4]:smartcover@base
cover_name = stancia_smart_cover_ht_010
loophole_name = crouch_front
[smartcover@merc_5]:smartcover@base
cover_name = stancia_smart_cover_ht_011
loophole_name = stand_front_right
[smartcover@merc_6]:smartcover@base
cover_name = stancia_smart_cover_ht_012
loophole_name = stand_front_left
@@ -0,0 +1,83 @@
[logic@aes_sm_soldier_army_1]
active = walker@leader
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes_sm_soldier_army_squad) =is_squad_commander} true
[logic@aes_sm_soldier_army_2]
active = walker@army_2
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes_sm_soldier_army_squad) !is_squad_commander} true
[logic@aes_sm_soldier_army_3]
active = walker@army_3
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes_sm_soldier_army_squad) !is_squad_commander} true
[logic@aes_sm_soldier_army_4]
active = walker@army_4
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes_sm_soldier_army_squad) !is_squad_commander} true
[logic@aes_sm_soldier_army_5]
active = walker@army_5
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes_sm_soldier_army_squad) !is_squad_commander} true
[logic@aes_sm_soldier_army_6]
active = walker@army_6
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes_sm_soldier_army_squad) !is_squad_commander} true
[walker@base]
use_camp = false
invulnerable = true
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
meet = no_meet
on_info = {+hidden_threat_task_6_stage_6} nil
[walker@leader]:walker@base
path_walk = ht_commander_walk
path_look = ht_commander_look
meet = meet@leader
[meet@leader]
close_anim = nil
close_victim = nil
close_snd_hello = nil
close_snd_bye = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
trade_enable = false
allow_break = false
use = {+hidden_threat_task_6_stage_6} false, true
meet_dialog = sl_hidden_threat_dialog_aes_leader_squad
[walker@army_2]:walker@base
path_walk = walker_1_walk
path_look = walker_1_look
[walker@army_3]:walker@base
path_walk = guard_3_walk
[walker@army_4]:walker@base
path_walk = guard_1_walk
path_look = guard_1_look
[walker@army_5]:walker@base
path_walk = guard_5_walk
path_look = guard_5_look
[walker@army_6]:walker@base
path_walk = camper_1_walk
path_look = camper_1_look
@@ -0,0 +1,17 @@
![spawn_monolith]
spawn_num = {-hidden_threat_disabled +hidden_threat_task_6_stage_5 -hidden_threat_task_6_stage_6} 0, 2
[exclusive]
aes_sm_monolith_blockpost4_monolith_1 = stancia_1\aes_sm_monolith_blockpost4_hidden_threat.logic.ltx
aes_sm_monolith_blockpost4_monolith_2 = stancia_1\aes_sm_monolith_blockpost4_hidden_threat.logic.ltx
aes_sm_monolith_blockpost4_monolith_3 = stancia_1\aes_sm_monolith_blockpost4_hidden_threat.logic.ltx
aes_sm_monolith_blockpost4_monolith_4 = stancia_1\aes_sm_monolith_blockpost4_hidden_threat.logic.ltx
aes_sm_monolith_blockpost4_monolith_5 = stancia_1\aes_sm_monolith_blockpost4_hidden_threat.logic.ltx
aes_sm_monolith_blockpost4_monolith_6 = stancia_1\aes_sm_monolith_blockpost4_hidden_threat.logic.ltx
aes_sm_monolith_blockpost4_merc_1 = stancia_1\aes_sm_monolith_blockpost4_hidden_threat.logic.ltx
aes_sm_monolith_blockpost4_merc_2 = stancia_1\aes_sm_monolith_blockpost4_hidden_threat.logic.ltx
aes_sm_monolith_blockpost4_merc_3 = stancia_1\aes_sm_monolith_blockpost4_hidden_threat.logic.ltx
aes_sm_monolith_blockpost4_merc_4 = stancia_1\aes_sm_monolith_blockpost4_hidden_threat.logic.ltx
aes_sm_monolith_blockpost4_merc_5 = stancia_1\aes_sm_monolith_blockpost4_hidden_threat.logic.ltx
aes_sm_monolith_blockpost4_merc_6 = stancia_1\aes_sm_monolith_blockpost4_hidden_threat.logic.ltx
@@ -0,0 +1,14 @@
![spawn_army]
spawn_num = {-bar_deactivate_radar_done} 0, {-hidden_threat_disabled +hidden_threat_task_6_stage_5 -hidden_threat_task_6_stage_6} 0, 2
![spawn_monolith]
spawn_num = {-hidden_threat_disabled +hidden_threat_task_6_stage_5 -hidden_threat_task_6_stage_6} 0, 3
[exclusive]
aes_sm_soldier_army_1 = stancia_1\aes_sm_soldier_hidden_threat.logic.ltx
aes_sm_soldier_army_2 = stancia_1\aes_sm_soldier_hidden_threat.logic.ltx
aes_sm_soldier_army_3 = stancia_1\aes_sm_soldier_hidden_threat.logic.ltx
aes_sm_soldier_army_4 = stancia_1\aes_sm_soldier_hidden_threat.logic.ltx
aes_sm_soldier_army_5 = stancia_1\aes_sm_soldier_hidden_threat.logic.ltx
aes_sm_soldier_army_6 = stancia_1\aes_sm_soldier_hidden_threat.logic.ltx
@@ -0,0 +1,103 @@
[logic@aes2_monolith_camp_1_isg_1]
active = walker@isg_1
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes2_monolith_camp_1_isg_squad)} true
[logic@aes2_monolith_camp_1_isg_2]
active = walker@isg_2
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes2_monolith_camp_1_isg_squad)} true
[logic@aes2_monolith_camp_1_isg_3]
active = walker@isg_3
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes2_monolith_camp_1_isg_squad)} true
[logic@aes2_monolith_camp_1_isg_4]
active = walker@isg_4
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes2_monolith_camp_1_isg_squad)} true
[logic@aes2_monolith_camp_1_isg_5]
active = walker@isg_5
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes2_monolith_camp_1_isg_squad)} true
[logic@aes2_monolith_camp_1_isg_6]
active = walker@isg_6
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes2_monolith_camp_1_isg_squad)} true
[logic@aes2_monolith_camp_1_isg_7]
active = walker@isg_7
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes2_monolith_camp_1_isg_squad)} true
[logic@aes2_monolith_camp_1_isg_8]
active = walker@isg_8
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes2_monolith_camp_1_isg_squad)} true
[logic@aes2_monolith_camp_1_isg_9]
active = walker@isg_9
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes2_monolith_camp_1_isg_squad)} true
[walker@base]
use_camp = false
turn_on_campfire = false
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
gather_items_enabled = false
corpse_detection_enabled = false
meet = no_meet
[walker@isg_1]:walker@base
path_walk = isg_guard_1_walk
path_look = isg_guard_1_look
[walker@isg_2]:walker@base
path_walk = isg_guard_2_walk
path_look = isg_guard_2_look
[walker@isg_3]:walker@base
path_walk = isg_patrol_1_walk
path_look = isg_patrol_1_look
[walker@isg_4]:walker@base
path_walk = isg_guard_3_walk
path_look = isg_guard_3_look
[walker@isg_5]:walker@base
path_walk = isg_walker_1_walk
path_look = isg_walker_1_look
def_state_standing = sit_ass
[walker@isg_6]:walker@base
path_walk = isg_walker_2_walk
path_look = isg_walker_2_look
def_state_standing = sit_knee
[walker@isg_7]:walker@base
path_walk = isg_walker_3_walk
path_look = isg_walker_3_look
def_state_standing = sit
[walker@isg_8]:walker@base
path_walk = isg_walker_4_walk
path_look = isg_walker_4_look
def_state_standing = sit
[walker@isg_9]:walker@base
path_walk = isg_patrol_2_walk
path_look = isg_patrol_2_look
@@ -0,0 +1,53 @@
[logic@aes2_monolith_camp_2_isg_sniper_1]
active = smartcover@isg_sniper_1
prior = 200
suitable = {=target_squad_name(aes2_monolith_camp_2_isg_squad)} true
[logic@aes2_monolith_camp_2_isg_sniper_2]
active = smartcover@isg_sniper_2
prior = 200
suitable = {=target_squad_name(aes2_monolith_camp_2_isg_squad)} true
[logic@aes2_monolith_camp_2_isg_sniper_3]
active = smartcover@isg_sniper_3
prior = 200
suitable = {=target_squad_name(aes2_monolith_camp_2_isg_squad)} true
[smartcover@base]
cover_state = default_behaviour
use_in_combat = false
invulnerable = false
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
gather_items_enabled = false
corpse_detection_enabled = false
meet = no_meet
danger = danger_condition
wounded = wounded
[danger_condition]
ignore_distance = 250
ignore_distance_grenade = 250
ignore_distance_corpse = 250
ignore_distance_hit = 250
ignore_distance_sound = 250
[wounded]
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
[smartcover@isg_sniper_1]:smartcover@base
cover_name = stancia_2_smart_cover_ht_001
loophole_name = prone
[smartcover@isg_sniper_2]:smartcover@base
cover_name = stancia_2_smart_cover_ht_002
loophole_name = prone
[smartcover@isg_sniper_3]:smartcover@base
cover_name = stancia_2_smart_cover_ht_003
loophole_name = prone
@@ -0,0 +1,38 @@
[logic@ah_aes_skabinsky]
active = beh@aes_new_job
suitable = {=check_npc_name(ah_aes_skabinsky)} true
prior = 110
level_spot = quest_npc
relationship = neutral
[beh@general]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = probe_stand
walk_anim = walk
jog_anim = rush
run_anim = rush
delay_anim = probe_stand
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
relationship = neutral
meet = hi_meet
[hi_meet]
trade_enable = false
meet_state = 30|hello@hail|20|wait@wait
meet_state_wpn = 30|backoff@threat_weap
victim = 30|actor
victim_wpn = 30|actor
use = true
use_wpn = false
syndata = hello@hail|backoff@threat_weap
[beh@aes_new_job]:beh@general
pt1 = 15000, probe_stand | pos: 168.57034301758,16.754507064819,256.40191650391 look: 169.8967590332,16.752540588379,256.89639282227
path_end = loop
@@ -0,0 +1,14 @@
![spawn_monolith]
spawn_num = {-hidden_threat_disabled +hidden_threat_task_6_stage_6 -aes2_monolith_camp_1_isg_squad_death} 0, 2
[exclusive]
aes2_monolith_camp_1_isg_1 = stancia_2\aes2_monolith_camp1_hidden_threat_logic.ltx
aes2_monolith_camp_1_isg_2 = stancia_2\aes2_monolith_camp1_hidden_threat_logic.ltx
aes2_monolith_camp_1_isg_3 = stancia_2\aes2_monolith_camp1_hidden_threat_logic.ltx
aes2_monolith_camp_1_isg_4 = stancia_2\aes2_monolith_camp1_hidden_threat_logic.ltx
aes2_monolith_camp_1_isg_5 = stancia_2\aes2_monolith_camp1_hidden_threat_logic.ltx
aes2_monolith_camp_1_isg_6 = stancia_2\aes2_monolith_camp1_hidden_threat_logic.ltx
aes2_monolith_camp_1_isg_7 = stancia_2\aes2_monolith_camp1_hidden_threat_logic.ltx
aes2_monolith_camp_1_isg_8 = stancia_2\aes2_monolith_camp1_hidden_threat_logic.ltx
aes2_monolith_camp_1_isg_9 = stancia_2\aes2_monolith_camp1_hidden_threat_logic.ltx
@@ -0,0 +1,8 @@
![spawn_monolith]
spawn_num = {-hidden_threat_disabled +hidden_threat_task_6_stage_6 -aes2_monolith_camp_2_isg_squad_death} 0, 2
[exclusive]
aes2_monolith_camp_2_isg_sniper_1 = stancia_2\aes2_monolith_camp2_hidden_threat_logic.ltx
aes2_monolith_camp_2_isg_sniper_2 = stancia_2\aes2_monolith_camp2_hidden_threat_logic.ltx
aes2_monolith_camp_2_isg_sniper_3 = stancia_2\aes2_monolith_camp2_hidden_threat_logic.ltx
@@ -0,0 +1,3 @@
[exclusive]
ah_aes_skabinsky = stancia_2\ah_aes_skabinsky.ltx
@@ -0,0 +1,64 @@
[logic@pas_b400_elevator_isg_1]
active = walker@isg_1
prior = 200
suitable = {=target_squad_name(pas_b400_elevator_isg_squad)} true
[logic@pas_b400_elevator_isg_2]
active = walker@isg_2
prior = 200
suitable = {=target_squad_name(pas_b400_elevator_isg_squad)} true
[logic@pas_b400_elevator_isg_3]
active = walker@isg_3
prior = 200
suitable = {=target_squad_name(pas_b400_elevator_isg_squad)} true
[logic@pas_b400_elevator_isg_4]
active = walker@isg_4
prior = 200
suitable = {=target_squad_name(pas_b400_elevator_isg_squad)} true
[logic@pas_b400_elevator_isg_5]
active = walker@isg_5
prior = 200
suitable = {=target_squad_name(pas_b400_elevator_isg_squad)} true
[logic@pas_b400_elevator_isg_6]
active = walker@isg_6
prior = 200
suitable = {=target_squad_name(pas_b400_elevator_isg_squad)} true
[walker@base]
use_camp = false
def_state_standing = hide
turn_on_campfire = false
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
gather_items_enabled = false
corpse_detection_enabled = false
meet = no_meet
[walker@isg_1]:walker@base
path_walk = isg_walker_1_walk
path_look = isg_walker_1_look
[walker@isg_2]:walker@base
path_walk = isg_walker_2_walk
path_look = isg_walker_2_look
[walker@isg_3]:walker@base
path_walk = isg_walker_3_walk
path_look = isg_walker_3_look
[walker@isg_4]:walker@base
path_walk = isg_walker_4_walk
path_look = isg_walker_4_look
[walker@isg_5]:walker@base
path_walk = isg_walker_5_walk
path_look = isg_walker_5_look
[walker@isg_6]:walker@base
path_walk = isg_walker_6_walk
path_look = isg_walker_6_look
@@ -0,0 +1,64 @@
[logic@pas_b400_fake_isg_1]
active = walker@isg_1
prior = 200
suitable = {=target_squad_name(pas_b400_fake_isg_squad)} true
[logic@pas_b400_fake_isg_2]
active = walker@isg_2
prior = 200
suitable = {=target_squad_name(pas_b400_fake_isg_squad)} true
[logic@pas_b400_fake_isg_3]
active = walker@isg_3
prior = 200
suitable = {=target_squad_name(pas_b400_fake_isg_squad)} true
[logic@pas_b400_fake_isg_4]
active = walker@isg_4
prior = 200
suitable = {=target_squad_name(pas_b400_fake_isg_squad)} true
[logic@pas_b400_fake_isg_5]
active = walker@isg_5
prior = 200
suitable = {=target_squad_name(pas_b400_fake_isg_squad)} true
[logic@pas_b400_fake_isg_6]
active = walker@isg_6
prior = 200
suitable = {=target_squad_name(pas_b400_fake_isg_squad)} true
[walker@base]
use_camp = false
def_state_standing = hide
turn_on_campfire = false
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
gather_items_enabled = false
corpse_detection_enabled = false
meet = no_meet
[walker@isg_1]:walker@base
path_walk = isg_walker_1_walk
path_look = isg_walker_1_look
[walker@isg_2]:walker@base
path_walk = isg_walker_2_walk
path_look = isg_walker_2_look
[walker@isg_3]:walker@base
path_walk = isg_walker_3_walk
path_look = isg_walker_3_look
[walker@isg_4]:walker@base
path_walk = isg_walker_4_walk
path_look = isg_walker_4_look
[walker@isg_5]:walker@base
path_walk = isg_walker_5_walk
path_look = isg_walker_5_look
[walker@isg_6]:walker@base
path_walk = isg_walker_6_walk
path_look = isg_walker_6_look
@@ -0,0 +1,195 @@
[logic@pas_b400_hall_leader_isg]
active = walker@leader_isg
prior = 200
suitable = {=target_squad_name(pas_b400_hall_isg_leader_squad)} true
on_hit = hit
on_death = death
[logic@pas_b400_hall_isg_1]
active = walker@isg_1
prior = 200
suitable = {=target_squad_name(pas_b400_hall_isg_squad)} true
on_hit = hit
on_death = death
[logic@pas_b400_hall_isg_2]
active = walker@isg_2
prior = 200
suitable = {=target_squad_name(pas_b400_hall_isg_squad)} true
on_hit = hit
on_death = death
[logic@pas_b400_hall_isg_3]
active = walker@isg_3
prior = 200
suitable = {=target_squad_name(pas_b400_hall_isg_squad)} true
on_hit = hit
on_death = death
[logic@pas_b400_hall_isg_4]
active = walker@isg_4
prior = 200
suitable = {=target_squad_name(pas_b400_hall_isg_squad)} true
on_hit = hit
on_death = death
[logic@pas_b400_hall_isg_5]
active = walker@isg_5
prior = 200
suitable = {=target_squad_name(pas_b400_hall_isg_squad)} true
on_hit = hit
on_death = death
[logic@pas_b400_hall_isg_6]
active = walker@isg_6
prior = 200
suitable = {=target_squad_name(pas_b400_hall_isg_squad)} true
on_hit = hit
on_death = death
[logic@pas_b400_hall_isg_7]
active = walker@isg_7
prior = 200
suitable = {=target_squad_name(pas_b400_hall_isg_squad)} true
on_hit = hit
on_death = death
[logic@pas_b400_hall_isg_8]
active = walker@isg_8
prior = 200
suitable = {=target_squad_name(pas_b400_hall_isg_squad)} true
on_hit = hit
on_death = death
[logic@pas_b400_hall_isg_9]
active = walker@isg_9
prior = 200
suitable = {=target_squad_name(pas_b400_hall_isg_squad)} true
on_hit = hit
on_death = death
[logic@pas_b400_hall_isg_10]
active = walker@isg_10
prior = 200
suitable = {=target_squad_name(pas_b400_hall_isg_squad)} true
on_hit = hit
on_death = death
[logic@pas_b400_hall_isg_11]
active = walker@isg_11
prior = 200
suitable = {=target_squad_name(pas_b400_hall_isg_squad)} true
on_hit = hit
on_death = death
[logic@pas_b400_hall_isg_12]
active = walker@isg_12
prior = 200
suitable = {=target_squad_name(pas_b400_hall_isg_squad)} true
on_hit = hit
on_death = death
[logic@pas_b400_hall_isg_specops_1]
active = camper@isg_specops_1
prior = 200
suitable = {=target_squad_name(pas_b400_hall_isg_sniper_squad)} true
[logic@pas_b400_hall_isg_specops_2]
active = camper@isg_specops_2
prior = 200
suitable = {=target_squad_name(pas_b400_hall_isg_sniper_squad)} true
[walker@base]
use_camp = false
def_state_standing = hide
turn_on_campfire = false
combat_ignore_cond = {+jup_und_hall_door} false, true
combat_ignore_keep_when_attacked = {+jup_und_hall_door} false, true
gather_items_enabled = false
corpse_detection_enabled = false
on_hit = hit
on_death = death
[camper@base]
radius = 10
def_state_moving = sneak_run
def_state_campering = hide_na
def_state_campering_fire = hide_fire
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
wounded = wounded
[wounded]
hp_state = 0 | wounded_heavy@help_heavy
hp_state_see = 0 | wounded_heavy@help_heavy
hp_victim = 0 | nil
hp_cover = 0 | false
hp_fight = 0 | false
[hit]
on_info = {-jup_und_hall_door} %+jup_und_hall_door%
[death]
on_info = {-jup_und_hall_door} %+jup_und_hall_door%
[walker@leader_isg]:walker@base
path_walk = isg_leader_walker_1_walk
path_look = isg_leader_walker_1_look
[walker@isg_1]:walker@base
path_walk = isg_walker_1_walk
path_look = isg_walker_1_look
[walker@isg_2]:walker@base
path_walk = isg_walker_2_walk
path_look = isg_walker_2_look
[walker@isg_3]:walker@base
path_walk = isg_walker_3_walk
path_look = isg_walker_3_look
[walker@isg_4]:walker@base
path_walk = isg_walker_4_walk
path_look = isg_walker_4_look
[walker@isg_5]:walker@base
path_walk = isg_walker_5_walk
path_look = isg_walker_5_look
[walker@isg_6]:walker@base
path_walk = isg_walker_6_walk
path_look = isg_walker_6_look
[walker@isg_7]:walker@base
path_walk = isg_walker_7_walk
path_look = isg_walker_7_look
[walker@isg_8]:walker@base
path_walk = isg_walker_8_walk
path_look = isg_walker_8_look
[walker@isg_9]:walker@base
path_walk = isg_walker_9_walk
path_look = isg_walker_9_look
[walker@isg_10]:walker@base
path_walk = isg_walker_10_walk
path_look = isg_walker_10_look
[walker@isg_11]:walker@base
path_walk = isg_walker_11_walk
path_look = isg_walker_11_look
[walker@isg_12]:walker@base
path_walk = isg_walker_12_walk
path_look = isg_walker_12_look
[camper@isg_specops_1]:camper@base
path_walk = mono_sniper_1_walk
path_look = mono_sniper_1_look
[camper@isg_specops_2]:camper@base
path_walk = mono_sniper_2_walk
path_look = mono_sniper_2_look
@@ -0,0 +1,64 @@
[logic@pas_b400_track_isg_1]
active = walker@isg_1
prior = 200
suitable = {=target_squad_name(pas_b400_track_isg_squad)} true
[logic@pas_b400_track_isg_2]
active = walker@isg_2
prior = 200
suitable = {=target_squad_name(pas_b400_track_isg_squad)} true
[logic@pas_b400_track_isg_3]
active = walker@isg_3
prior = 200
suitable = {=target_squad_name(pas_b400_track_isg_squad)} true
[logic@pas_b400_track_isg_4]
active = walker@isg_4
prior = 200
suitable = {=target_squad_name(pas_b400_track_isg_squad)} true
[logic@pas_b400_track_isg_5]
active = walker@isg_5
prior = 200
suitable = {=target_squad_name(pas_b400_track_isg_squad)} true
[logic@pas_b400_track_isg_6]
active = walker@isg_6
prior = 200
suitable = {=target_squad_name(pas_b400_track_isg_squad)} true
[walker@base]
use_camp = false
def_state_standing = hide
turn_on_campfire = false
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
gather_items_enabled = false
corpse_detection_enabled = false
meet = no_meet
[walker@isg_1]:walker@base
path_walk = isg_walker_1_walk
path_look = isg_walker_1_look
[walker@isg_2]:walker@base
path_walk = isg_walker_2_walk
path_look = isg_walker_2_look
[walker@isg_3]:walker@base
path_walk = isg_walker_3_walk
path_look = isg_walker_3_look
[walker@isg_4]:walker@base
path_walk = isg_walker_4_walk
path_look = isg_walker_4_look
[walker@isg_5]:walker@base
path_walk = isg_walker_5_walk
path_look = isg_walker_5_look
[walker@isg_6]:walker@base
path_walk = isg_walker_6_walk
path_look = isg_walker_6_look
@@ -0,0 +1,64 @@
[logic@pas_b400_tunnel_isg_1]
active = walker@isg_1
prior = 200
suitable = {=target_squad_name(pas_b400_tunnel_isg_squad)} true
[logic@pas_b400_tunnel_isg_2]
active = walker@isg_2
prior = 200
suitable = {=target_squad_name(pas_b400_tunnel_isg_squad)} true
[logic@pas_b400_tunnel_isg_3]
active = walker@isg_3
prior = 200
suitable = {=target_squad_name(pas_b400_tunnel_isg_squad)} true
[logic@pas_b400_tunnel_isg_4]
active = walker@isg_4
prior = 200
suitable = {=target_squad_name(pas_b400_tunnel_isg_squad)} true
[logic@pas_b400_tunnel_isg_5]
active = walker@isg_5
prior = 200
suitable = {=target_squad_name(pas_b400_tunnel_isg_squad)} true
[logic@pas_b400_tunnel_isg_6]
active = walker@isg_6
prior = 200
suitable = {=target_squad_name(pas_b400_tunnel_isg_squad)} true
[walker@base]
use_camp = false
def_state_standing = hide
turn_on_campfire = false
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
gather_items_enabled = false
corpse_detection_enabled = false
meet = no_meet
[walker@isg_1]:walker@base
path_walk = isg_walker_1_walk
path_look = isg_walker_1_look
[walker@isg_2]:walker@base
path_walk = isg_walker_2_walk
path_look = isg_walker_2_look
[walker@isg_3]:walker@base
path_walk = isg_walker_3_walk
path_look = isg_walker_3_look
[walker@isg_4]:walker@base
path_walk = isg_walker_4_walk
path_look = isg_walker_4_look
[walker@isg_5]:walker@base
path_walk = isg_walker_5_walk
path_look = isg_walker_5_look
[walker@isg_6]:walker@base
path_walk = isg_walker_6_walk
path_look = isg_walker_6_look
@@ -0,0 +1,3 @@
![spawn_tushkano]
spawn_num = {-hidden_threat_disabled +hidden_threat_task_7_stage_3 -hidden_threat_complete} 0, {+actor_pass_jupiter_exit_find +actor_pass_pripyat_exit_find -lttz_hb_isg_breakthrough} 3, 0
@@ -0,0 +1,11 @@
![spawn_bloodsucker]
spawn_num = {-hidden_threat_disabled +hidden_threat_task_7_stage_3 -hidden_threat_complete} 0, {+actor_pass_jupiter_exit_find +actor_pass_pripyat_exit_find -lttz_hb_isg_breakthrough} 3, 0
![exclusive]
pas_b400_elevator_isg_1 = underpass\pas_b400_elevator_hidden_threat_logic.ltx
pas_b400_elevator_isg_2 = underpass\pas_b400_elevator_hidden_threat_logic.ltx
pas_b400_elevator_isg_3 = underpass\pas_b400_elevator_hidden_threat_logic.ltx
pas_b400_elevator_isg_4 = underpass\pas_b400_elevator_hidden_threat_logic.ltx
pas_b400_elevator_isg_5 = underpass\pas_b400_elevator_hidden_threat_logic.ltx
pas_b400_elevator_isg_6 = underpass\pas_b400_elevator_hidden_threat_logic.ltx
@@ -0,0 +1,11 @@
![spawn_burer]
spawn_num = {-hidden_threat_disabled +hidden_threat_task_7_stage_3 -hidden_threat_complete} 0, {+actor_pass_jupiter_exit_find +actor_pass_pripyat_exit_find -lttz_hb_isg_breakthrough} 3, 0
![exclusive]
pas_b400_fake_isg_1 = underpass\pas_b400_fake_hidden_threat_logic.ltx
pas_b400_fake_isg_2 = underpass\pas_b400_fake_hidden_threat_logic.ltx
pas_b400_fake_isg_3 = underpass\pas_b400_fake_hidden_threat_logic.ltx
pas_b400_fake_isg_4 = underpass\pas_b400_fake_hidden_threat_logic.ltx
pas_b400_fake_isg_5 = underpass\pas_b400_fake_hidden_threat_logic.ltx
pas_b400_fake_isg_6 = underpass\pas_b400_fake_hidden_threat_logic.ltx
@@ -0,0 +1,20 @@
![spawn_chimera]
spawn_num = {-hidden_threat_disabled +hidden_threat_task_7_stage_3 -hidden_threat_complete} 0, {+actor_pass_jupiter_exit_find +actor_pass_pripyat_exit_find -lttz_hb_isg_breakthrough} 2, 0
![exclusive]
pas_b400_hall_leader_isg = underpass\pas_b400_hall_hidden_threat_logic.ltx
pas_b400_hall_isg_1 = underpass\pas_b400_hall_hidden_threat_logic.ltx
pas_b400_hall_isg_2 = underpass\pas_b400_hall_hidden_threat_logic.ltx
pas_b400_hall_isg_3 = underpass\pas_b400_hall_hidden_threat_logic.ltx
pas_b400_hall_isg_4 = underpass\pas_b400_hall_hidden_threat_logic.ltx
pas_b400_hall_isg_5 = underpass\pas_b400_hall_hidden_threat_logic.ltx
pas_b400_hall_isg_6 = underpass\pas_b400_hall_hidden_threat_logic.ltx
pas_b400_hall_isg_7 = underpass\pas_b400_hall_hidden_threat_logic.ltx
pas_b400_hall_isg_8 = underpass\pas_b400_hall_hidden_threat_logic.ltx
pas_b400_hall_isg_9 = underpass\pas_b400_hall_hidden_threat_logic.ltx
pas_b400_hall_isg_10 = underpass\pas_b400_hall_hidden_threat_logic.ltx
pas_b400_hall_isg_11 = underpass\pas_b400_hall_hidden_threat_logic.ltx
pas_b400_hall_isg_12 = underpass\pas_b400_hall_hidden_threat_logic.ltx
pas_b400_hall_isg_specops_1 = underpass\pas_b400_hall_hidden_threat_logic.ltx
pas_b400_hall_isg_specops_2 = underpass\pas_b400_hall_hidden_threat_logic.ltx
@@ -0,0 +1,11 @@
![spawn_tushkano]
spawn_num = {-hidden_threat_disabled +hidden_threat_task_7_stage_3 -hidden_threat_complete} 0, {+actor_pass_jupiter_exit_find +actor_pass_pripyat_exit_find -lttz_hb_isg_breakthrough} 3, 0
![exclusive]
pas_b400_track_isg_1 = underpass\pas_b400_track_hidden_threat_logic.ltx
pas_b400_track_isg_2 = underpass\pas_b400_track_hidden_threat_logic.ltx
pas_b400_track_isg_3 = underpass\pas_b400_track_hidden_threat_logic.ltx
pas_b400_track_isg_4 = underpass\pas_b400_track_hidden_threat_logic.ltx
pas_b400_track_isg_5 = underpass\pas_b400_track_hidden_threat_logic.ltx
pas_b400_track_isg_6 = underpass\pas_b400_track_hidden_threat_logic.ltx
@@ -0,0 +1,11 @@
![spawn_snorks]
spawn_num = {-hidden_threat_disabled +hidden_threat_task_7_stage_3 -hidden_threat_complete} 0, {+actor_pass_jupiter_exit_find +actor_pass_pripyat_exit_find -lttz_hb_isg_breakthrough} 3, 0
![exclusive]
pas_b400_tunnel_isg_1 = underpass\pas_b400_tunnel_hidden_threat_logic.ltx
pas_b400_tunnel_isg_2 = underpass\pas_b400_tunnel_hidden_threat_logic.ltx
pas_b400_tunnel_isg_3 = underpass\pas_b400_tunnel_hidden_threat_logic.ltx
pas_b400_tunnel_isg_4 = underpass\pas_b400_tunnel_hidden_threat_logic.ltx
pas_b400_tunnel_isg_5 = underpass\pas_b400_tunnel_hidden_threat_logic.ltx
pas_b400_tunnel_isg_6 = underpass\pas_b400_tunnel_hidden_threat_logic.ltx
@@ -0,0 +1,45 @@
[logic@ah_yan_markov]
active = beh@yan_new_job
suitable = {=check_npc_name(ah_yan_markov)} true
prior = 110
level_spot = quest_npc
relationship = neutral
[beh@general]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = probe_stand
walk_anim = walk
jog_anim = rush
run_anim = rush
delay_anim = probe_stand
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
relationship = neutral
meet = hi_meet
[hi_meet]
trade_enable = false
meet_state = 30|hello@hail|20|wait@wait
meet_state_wpn = 30|backoff@threat_weap
victim = 30|actor
victim_wpn = 30|actor
use = true
use_wpn = false
syndata = hello@hail|backoff@threat_weap
[beh@yan_new_job]:beh@general
pt1 = 15000, probe_stand | pos: 10.489057540894,-11.88087272644,-246.16320800781 look: 12.242818832397,-11.880608558655,-248.76184082031
pt2 = 15000, probe_stand | pos: 14.726713180542,-11.942074775696,-269.76214599609 look: 10.884129524231,-11.926474571228,-269.30609130859
pt3 = 15000, probe_stand | pos: 5.0979042053223,-11.90257358551,-282.41525268555 look: 2.3235478401184,-11.891591072083,-280.68966674805
pt4 = 15000, probe_stand | pos: 25.156799316406,-11.291369438171,-297.32321166992 look: 28.347827911377,-11.29140663147,-297.26022338867
pt5 = 15000, probe_stand | pos: 45.410297393799,-11.880334854126,-302.25747680664 look: 43.78751373291,-11.891129493713,-300.02548217773
pt6 = 15000, probe_stand | pos: 42.847297668457,-11.922271728516,-275.91339111328 look: 46.299472808838,-11.89226436615,-275.55169677734
pt7 = 15000, probe_stand | pos: 45.296295166016,-11.901913642883,-256.95211791992 look: 46.612846374512,-11.890482902527,-259.46688842773
pt8 = 15000, probe_stand | pos: 26.800115585327,-11.88049030304,-240.74296569824 look: 27.218858718872,-11.884563446045,-246.08041381836
path_end = loop
@@ -0,0 +1,19 @@
![logic@yan_kruglov]
level_spot = quest_npc
trade = items\trade\trade_ecolog_hermann.ltx
![walker@yan_kruglov]
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
![logic@yan_semenov]
level_spot = quest_npc
![walker@yan_semenov]
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
![logic@yan_vasiliev]
level_spot = quest_npc
![walker@yan_vasiliev]
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
@@ -0,0 +1,3 @@
![exclusive]
ah_yan_markov = yantar\ah_yan_markov.ltx
@@ -0,0 +1,39 @@
[logic@ah_zat_vorobushkin]
active = beh@zat_new_job
suitable = {=check_npc_name(ah_zat_vorobushkin)} true
prior = 110
level_spot = quest_npc
relationship = neutral
[beh@general]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = probe_stand
walk_anim = walk
jog_anim = rush
run_anim = rush
delay_anim = probe_stand
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
relationship = neutral
meet = hi_meet
[hi_meet]
trade_enable = false
meet_state = 30|hello@hail|20|wait@wait
meet_state_wpn = 30|backoff@threat_weap
victim = 30|actor
victim_wpn = 30|actor
use = true
use_wpn = false
syndata = hello@hail|backoff@threat_weap
[beh@zat_new_job]:beh@general
pt1 = 65000, probe_stand | pos: 405.59356689453,39.447425842285,-4.4775342941284 look: 404.74517822266,39.448036193848,-4.1867113113403
pt2 = 25000, probe_stand | pos: 409.89895629883,39.444381713867,-4.5034646987915 look: 409.7829284668,39.446109771729,-7.2941970825195
path_end = loop
@@ -0,0 +1,3 @@
![exclusive]
dragun = zaton\zat_dragun_logic.ltx
@@ -0,0 +1,3 @@
![exclusive]
ah_zat_vorobushkin = zaton\ah_zat_vorobushkin.ltx
@@ -0,0 +1,13 @@
[logic@dragun]
suitable = {=target_squad_name(dragun_squad) =check_npc_name(dragun)} true
prior = 200
active = walker
[walker]
path_walk = lost_merc_leader_walk
path_look = lost_merc_leader_look
def_state_moving = run
invulnerable = true
wounded_enabled = false
combat_ignore_keep_when_attacked = true
on_info = {+cs_task5_start} nil