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 +1,275 @@
; =======================
; ------------- DAY ---------------
; =======================
; blockpost guard 1
[logic@near1_xcvb_day_1]
active = walker@day_1
suitable = {!surge_started !is_night} true
prior = 59
[walker@day_1]
path_walk = guard_1_walk
path_look = guard_1_look
; blockpost guard 2
[logic@near1_xcvb_day_2]
active = walker@day_2
suitable = {!surge_started !is_night} true
prior = 59
[walker@day_2]
path_walk = guard_2_walk
path_look = guard_2_look
; blockpost guard 3 (walking)
[logic@near1_xcvb_day_3]
active = walker@day_3
suitable = {!surge_started !is_night} true
prior = 58
[walker@day_3]
path_walk = walker_1_walk
; guard far
[logic@near1_xcvb_day_4]
active = walker@day_4
suitable = {!surge_started !is_night} true
prior = 58
[walker@day_4]
path_walk = home_2
path_look = home_1
on_timer = 90000 | walker@day_4_2
[walker@day_4_2]
path_walk = home_1
path_look = guard_2_look
on_timer = 50000 | walker@day_4
; blockpost guard 4
[logic@near1_xcvb_day_5]
active = walker@day_5
suitable = {!surge_started !is_night} true
prior = 57
[walker@day_5]
path_walk = kamp_2
path_look = guard_2_look
; guard angars
[logic@near1_xcvb_day_6]
active = walker@day_6
suitable = {!surge_started !is_night} true
prior = 56
[walker@day_6]
path_walk = home_3
path_look = walker_2_walk
on_timer = 30000 | walker@day_6_2
[walker@day_6_2]
path_walk = walker_2_walk
path_look = home_3
on_timer = 30000 | walker@day_6
; blockpost guard 5
[logic@near1_xcvb_day_7]
active = walker@day_7
suitable = {!surge_started !is_night} true
prior = 55
[walker@day_7]
path_walk = walker_2_look
path_look = guard_1_walk
; =======================
; ------------ NIGHT -------------
; =======================
[beh@general]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
meet = no_meet
wounded = wounded@ignore
use_camp = false
[meet@general]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
use = {=actor_enemy} false, {=dist_to_actor_le(3)} true, false
snd_on_use = {!dist_to_actor_le(3)} nil
meet_on_talking = false
[wounded@ignore]
hp_state = 0|wounded_heavy@help_heavy
hp_state_see = 0|wounded_heavy@help_heavy
hp_victim = 0|nil
hp_fight = 0|false
hp_cover = 0|false
; blockpost guard 1
[logic@near1_xcvb_night_1]
active = walker@night_1
suitable = {!surge_started =is_night} true
prior = 59
[walker@night_1]
path_walk = guard_1_walk
path_look = guard_1_look
; blockpost guard 2
[logic@near1_xcvb_night_2]
active = walker@night_2
suitable = {!surge_started =is_night} true
prior = 59
[walker@night_2]
path_walk = guard_2_walk
path_look = guard_2_look
; sleep second building
[logic@near1_xcvb_night_3]
active = beh@night_3
suitable = {!surge_started =is_night} true
prior = 58
[beh@night_3]:beh@general
pt1 = 20000, sleep | pos: -180.755, 0.1385, -171.565 look: -180.397, 0.1385, -172.9946
path_end = loop
turn_on_campfire = true
; sleep barracks 1
[logic@near1_xcvb_night_4]
active = beh@night_4
suitable = {!surge_started =is_night} true
prior = 58
[beh@night_4]:beh@general
pt1 = 20000, sleep | pos: -150.5944, 1.180466, -153.9333 look: -151.1883, 1.180466, -152.641
path_end = loop
; guard far
[logic@near1_xcvb_night_5]
active = walker@night_5
suitable = {!surge_started =is_night} true
prior = 57
[walker@night_5]
path_walk = home_2
path_look = home_1
on_timer = 60000 | walker@night_5_2
[walker@night_5_2]
path_walk = home_1
path_look = guard_2_look
on_timer = 50000 | walker@night_5
; sleep barracks 2
[logic@near1_xcvb_night_6]
active = beh@night_6
suitable = {!surge_started =is_night} true
prior = 56
[beh@night_6]:beh@general
pt1 = 20000, sleep | pos: -153.376, 1.1171, -149.3194 look: -152.94474, 1.117, -150.2148
path_end = loop
; sleep angar
[logic@near1_xcvb_night_7]
active = beh@night_7
suitable = {!surge_started =is_night} true
prior = 56
[beh@night_7]:beh@general
pt1 = 20000, sleep | pos: -131.74286, -0.001483, -155.31653 look: -132.3951, -0.001483, -154.5729
path_end = loop
; blockpost guard 3 (walking)
[logic@near1_xcvb_night_8]
active = walker@night_8
suitable = {!surge_started =is_night} true
prior = 55
[walker@night_8]
path_walk = walker_1_walk
; guard angars
[logic@near1_xcvb_night_9]
active = walker@night_9
suitable = {!surge_started =is_night} true
prior = 55
[walker@night_9]
path_walk = home_3
path_look = walker_2_walk
on_timer = 30000 | walker@night_9_2
[walker@night_9_2]
path_walk = walker_2_walk
path_look = home_3
on_timer = 30000 | walker@night_9
; sleep angar 2
[logic@near1_xcvb_night_10]
active = beh@night_10
suitable = {!surge_started =is_night} true
prior = 54
[beh@night_10]:beh@general
pt1 = 20000, sleep_sit | pos: -134.417, -0.0007345, -153.971 look: -133.455, -0.0007345, -154.17573
path_end = loop
help_wounded_enabled = true
; blockpost guard 4
[logic@near1_xcvb_night_11]
active = walker@night_11
suitable = {!surge_started =is_night} true
prior = 53
[walker@night_11]
path_walk = kamp_2
path_look = guard_2_look
; blockpost guard 5
[logic@near1_xcvb_night_12]
active = walker@night_12
suitable = {!surge_started =is_night} true
prior = 52
[walker@night_12]
path_walk = walker_2_look
path_look = guard_1_walk
@@ -0,0 +1,271 @@
; =======================
; ------------- DAY ---------------
; =======================
; patrol 1st floor
[logic@near2_xcvb_day_1]
active = walker@day_1
suitable = {!surge_started !is_night} true
prior = 59
[walker@day_1]
path_walk = guard_5_walk
; patrol 3rd floor
[logic@near2_xcvb_day_2]
active = walker@day_2
suitable = {!surge_started !is_night} true
prior = 58
[walker@day_2]
path_walk = guard_1_walk
; guard 1st floor
[logic@near2_xcvb_day_3]
active = walker@day_3
suitable = {!surge_started !is_night} true
prior = 57
[walker@day_3]
path_walk = guard_7_walk
path_look = walker_1_look
; patrol 2nd floor
[logic@near2_xcvb_day_4]
active = walker@day_4
suitable = {!surge_started !is_night} true
prior = 57
[walker@day_4]
path_walk = guard_4_walk
; guard 3rd floor
[logic@near2_xcvb_day_5]
active = walker@day_5
suitable = {!surge_started !is_night} true
prior = 56
[walker@day_5]
path_walk = guard_2_walk
path_look = guard_2_look
; another guard 1st floor
[logic@near2_xcvb_day_6]
active = walker@day_6
suitable = {!surge_started !is_night} true
prior = 55
[walker@day_6]
path_walk = walker_1_walk
path_look = walker_1_look
; guard 2nd floor
[logic@near2_xcvb_day_7]
active = walker@day_7
suitable = {!surge_started !is_night} true
prior = 55
[walker@day_7]
path_walk = guard_6_look
path_look = kamp_2_task
; another guard 3rd floor
[logic@near2_xcvb_day_8]
active = walker@day_8
suitable = {!surge_started !is_night} true
prior = 54
[walker@day_8]
path_walk = guard_3_walk
path_look = guard_3_look
; =======================
; ------------ NIGHT -------------
; =======================
[beh@general]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
meet = no_meet
wounded = wounded@ignore
use_camp = false
[meet@general]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
use = {=actor_enemy} false, {=dist_to_actor_le(3)} true, false
snd_on_use = {!dist_to_actor_le(3)} nil
meet_on_talking = false
[wounded@ignore]
hp_state = 0|wounded_heavy@help_heavy
hp_state_see = 0|wounded_heavy@help_heavy
hp_victim = 0|nil
hp_fight = 0|false
hp_cover = 0|false
; sleep main building 1
[logic@near2_xcvb_night_1]
active = beh@night_1
suitable = {!surge_started =is_night} true
prior = 59
[beh@night_1]:beh@general
pt1 = 20000, sleep | pos: -137.7, 0.13, -201.4 look: -138.6 ,0.1, -201.4
path_end = loop
turn_on_campfire = true
; patrol 1st floor
[logic@near2_xcvb_night_2]
active = walker@night_2
suitable = {!surge_started =is_night} true
prior = 58
[walker@night_2]
path_walk = guard_5_walk
; sleep main building 2
[logic@near2_xcvb_night_3]
active = beh@night_3
suitable = {!surge_started =is_night} true
prior = 57
[beh@night_3]:beh@general
pt1 = 20000, sleep | pos: -140.3, 0.12, -201.8 look: -139.0, 0.1, -201.8
path_end = loop
turn_on_campfire = true
; patrol 3rd floor
[logic@near2_xcvb_night_4]
active = walker@night_4
suitable = {!surge_started =is_night} true
prior = 56
[walker@night_4]
path_walk = guard_1_walk
; sleep second building
[logic@near2_xcvb_night_5]
active = beh@night_5
suitable = {!surge_started =is_night} true
prior = 55
[beh@night_5]:beh@general
pt1 = 20000, sit_ass_drink_vodka | pos: -176.23, 0.115, -175.468 look: -177.22, 0.115, -175.526
path_end = loop
meet = meet@general
help_wounded_enabled = true
; sleep barracks
[logic@near2_xcvb_night_6]
active = beh@night_6
suitable = {!surge_started =is_night} true
prior = 55
[beh@night_6]:beh@general
pt1 = 20000, sleep | pos: -153.96, 1.217, -153.2 look: -153.254, 1.217, -152.554
path_end = loop
; patrol 2nd floor
[logic@near2_xcvb_night_7]
active = walker@night_7
suitable = {!surge_started =is_night} true
prior = 54
[walker@night_7]
path_walk = guard_4_walk
; sleep angar
[logic@near2_xcvb_night_8]
active = beh@night_8
suitable = {!surge_started =is_night} true
prior = 53
[beh@night_8]:beh@general
pt1 = 20000, sleep | pos: -133.4, -0.0016, -166.9 look: -133.47, -0.0016, -165.945
path_end = loop
; guard 1st floor
[logic@near2_xcvb_night_9]
active = walker@night_9
suitable = {!surge_started =is_night} true
prior = 53
[walker@night_9]
path_walk = guard_7_walk
path_look = walker_1_look
; guard 3rd floor
[logic@near2_xcvb_night_10]
active = walker@night_10
suitable = {!surge_started =is_night} true
prior = 52
[walker@night_10]
path_walk = guard_2_walk
path_look = guard_2_look
; another guard 1st floor
[logic@near2_xcvb_night_11]
active = walker@night_11
suitable = {!surge_started =is_night} true
prior = 51
[walker@night_11]
path_walk = walker_1_walk
path_look = walker_1_look
; guard 2nd floor
[logic@near2_xcvb_night_12]
active = walker@night_12
suitable = {!surge_started =is_night} true
prior = 51
[walker@night_12]
path_walk = guard_6_look
path_look = kamp_2_task
; another guard 3rd floor
[logic@near2_xcvb_night_13]
active = walker@night_13
suitable = {!surge_started =is_night} true
prior = 51
[walker@night_13]
path_walk = guard_3_walk
path_look = guard_3_look
@@ -0,0 +1,487 @@
; =======================
; ------------- DAY ---------------
; =======================
; blockpost guard 1
[logic@agr_smart_terrain_1_6_xcvb_day_1]
active = walker@day_1
suitable = {!surge_started !is_night} true
prior = 59
[walker@day_1]
path_walk = guard_5_walk
path_look = guard_5_look
; patrol center
[logic@agr_smart_terrain_1_6_xcvb_day_2]
active = walker@day_2
suitable = {!surge_started !is_night} true
prior = 58
[walker@day_2]
path_walk = patrol_6_walk
; patrol behind
[logic@agr_smart_terrain_1_6_xcvb_day_3]
active = walker@day_3
suitable = {!surge_started !is_night} true
prior = 57
[walker@day_3]
path_walk = patrol_4_walk
; patrol side
[logic@agr_smart_terrain_1_6_xcvb_day_4]
active = walker@day_4
suitable = {!surge_started !is_night} true
prior = 57
[walker@day_4]
path_walk = patrol_2_walk
; blockpost guard 2
[logic@agr_smart_terrain_1_6_xcvb_day_5]
active = walker@day_5
suitable = {!surge_started !is_night} true
prior = 56
[walker@day_5]
path_walk = guard_1_walk
path_look = guard_1_look
; guard main building
[logic@agr_smart_terrain_1_6_xcvb_day_6]
active = walker@day_6
suitable = {!surge_started !is_night} true
prior = 56
[walker@day_6]
path_walk = guard_7_walk
path_look = guard_7_look
; patrol angar
[logic@agr_smart_terrain_1_6_xcvb_day_7]
active = walker@day_7
suitable = {!surge_started !is_night} true
prior = 56
[walker@day_7]
path_walk = patrol_1_walk
; sniper base
[logic@agr_smart_terrain_1_6_xcvb_day_8]
active = walker@day_8
suitable = {!surge_started !is_night =guard_has_rifle} true
prior = 55
[walker@day_8]
path_walk = sniper_1_walk
path_look = sniper_1_look
; sniper watchtower
[logic@agr_smart_terrain_1_6_xcvb_day_9]
active = walker@day_9
suitable = {!surge_started !is_night =guard_has_rifle} true
prior = 55
[walker@day_9]
path_walk = guard_2_walk
path_look = guard_2_look
; guard second building
[logic@agr_smart_terrain_1_6_xcvb_day_10]
active = walker@day_10
suitable = {!surge_started !is_night} true
prior = 54
[walker@day_10]
path_walk = guard_6_walk
path_look = guard_6_look
; guard angars
[logic@agr_smart_terrain_1_6_xcvb_day_11]
active = walker@day_11
suitable = {!surge_started !is_night} true
prior = 54
[walker@day_11]
path_walk = walker_1_walk
path_look = walker_1_look
; patrol behind 2
[logic@agr_smart_terrain_1_6_xcvb_day_12]
active = walker@day_12
suitable = {!surge_started !is_night} true
prior = 54
[walker@day_12]
path_walk = patrol_3_walk
; patrol center 2
[logic@agr_smart_terrain_1_6_xcvb_day_13]
active = walker@day_13
suitable = {!surge_started !is_night} true
prior = 53
[walker@day_13]
path_walk = patrol_5_walk
; idle
[logic@agr_smart_terrain_1_6_camp_work_6]
active = animpoint@agr_smart_terrain_1_6_camp_work_6
suitable = {!surge_started} true
prior = 47
[logic@agr_smart_terrain_1_6_camp_work_7]
active = animpoint@agr_smart_terrain_1_6_camp_work_7
suitable = {!surge_started} true
prior = 46
[logic@agr_smart_terrain_1_6_camp_work_8]
active = animpoint@agr_smart_terrain_1_6_camp_work_8
suitable = {!surge_started} true
prior = 47
on_game_timer = 7200 | {!is_rain} animpoint@agr_smart_cover_otzhiman_5
[logic@agr_smart_terrain_1_6_camp_work_9]
active = animpoint@agr_smart_terrain_1_6_camp_work_9
suitable = {!surge_started} true
prior = 46
[logic@agr_smart_terrain_1_6_camp_work_10]
active = animpoint@agr_smart_terrain_1_6_camp_work_10
suitable = {!surge_started} true
prior = 47
on_game_timer = 7200 | {!is_rain} animpoint@agr_smart_cover_otzhiman_4
[logic@agr_smart_terrain_1_6_camp_work_11]
active = animpoint@agr_smart_terrain_1_6_camp_work_11
suitable = {!surge_started} true
prior = 46
on_game_timer = 7200 | {!is_rain} animpoint@agr_smart_cover_otzhiman_3
[logic@agr_smart_terrain_1_6_camp_work_12]
active = animpoint@agr_smart_terrain_1_6_camp_work_12
suitable = {!surge_started} true
prior = 47
[logic@agr_smart_terrain_1_6_camp_work_13]
active = animpoint@agr_smart_terrain_1_6_camp_work_13
suitable = {!surge_started} true
prior = 47
[logic@agr_smart_terrain_1_6_camp_work_17]
active = animpoint@agr_smart_terrain_1_6_camp_work_17
suitable = {!surge_started} true
prior = 47
[animpoint@agr_smart_terrain_1_6_camp_work_6]
cover_name = agr_smart_terrain_1_6_animpoint_camp_1
use_camp = true
[animpoint@agr_smart_terrain_1_6_camp_work_7]
cover_name = agr_smart_terrain_1_6_animpoint_camp_2
use_camp = true
[animpoint@agr_smart_terrain_1_6_camp_work_8]
cover_name = agr_smart_terrain_1_6_animpoint_camp_3
use_camp = true
[animpoint@agr_smart_terrain_1_6_camp_work_9]
cover_name = agr_smart_terrain_1_6_animpoint_camp_4
use_camp = true
[animpoint@agr_smart_terrain_1_6_camp_work_10]
cover_name = agr_smart_terrain_1_6_animpoint_camp_5
use_camp = true
[animpoint@agr_smart_terrain_1_6_camp_work_11]
cover_name = agr_smart_terrain_1_6_animpoint_camp_6
use_camp = true
[animpoint@agr_smart_terrain_1_6_camp_work_12]
cover_name = agr_smart_terrain_1_6_animpoint_camp_7
use_camp = true
[animpoint@agr_smart_terrain_1_6_camp_work_13]
cover_name = agr_smart_terrain_1_6_animpoint_camp_8
use_camp = false
[animpoint@agr_smart_terrain_1_6_camp_work_17]
cover_name = agr_smart_terrain_1_6_animpoint_camp_12
use_camp = true
; =======================
; ------------ NIGHT -------------
; =======================
[beh@general]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
meet = no_meet
wounded = wounded@ignore
use_camp = false
[meet@general]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
use = {=actor_enemy} false, {=dist_to_actor_le(3)} true, false
snd_on_use = {!dist_to_actor_le(3)} nil
meet_on_talking = false
[wounded@ignore]
hp_state = 0|wounded_heavy@help_heavy
hp_state_see = 0|wounded_heavy@help_heavy
hp_victim = 0|nil
hp_fight = 0|false
hp_cover = 0|false
; blockpost guard 1
[logic@agr_smart_terrain_1_6_xcvb_night_1]
active = walker@night_1
suitable = {!surge_started =is_night} true
prior = 59
[walker@night_1]
path_walk = guard_5_walk
path_look = guard_5_look
; sleep angar sit couch
[logic@agr_smart_terrain_1_6_xcvb_night_2]
active = animpoint@night_2
suitable = {!surge_started =is_night} true
prior = 58
[animpoint@night_2]
cover_name = agr_smart_terrain_1_6_animpoint_camp_11
use_camp = true
turn_on_campfire = true
meet = meet@general
; guard main building
[logic@agr_smart_terrain_1_6_xcvb_night_3]
active = walker@night_3
suitable = {!surge_started =is_night} true
prior = 57
[walker@night_3]
path_walk = guard_7_walk
path_look = guard_7_look
; sleep second building
[logic@agr_smart_terrain_1_6_xcvb_night_4]
active = beh@night_4
suitable = {!surge_started =is_night} true
prior = 56
[beh@night_4]:beh@general
pt1 = 20000, sleep | pos: -181.894, 0.0627, -176.8428 look: -181.204, 0.0627, -176.035
path_end = loop
; patrol behind
[logic@agr_smart_terrain_1_6_xcvb_night_5]
active = walker@night_5
suitable = {!surge_started =is_night} true
prior = 55
[walker@night_5]
path_walk = patrol_4_walk
; patrol side
[logic@agr_smart_terrain_1_6_xcvb_night_6]
active = walker@night_6
suitable = {!surge_started =is_night} true
prior = 55
[walker@night_6]
path_walk = patrol_2_walk
; sleep angar
[logic@agr_smart_terrain_1_6_xcvb_night_7]
active = animpoint@night_7
suitable = {!surge_started =is_night} true
prior = 54
[animpoint@night_7]
cover_name = agr_smart_terrain_1_6_animpoint_camp_9
use_camp = true
turn_on_campfire = true
; sleep angar
[logic@agr_smart_terrain_1_6_xcvb_night_8]
active = animpoint@night_8
suitable = {!surge_started =is_night} true
prior = 54
[animpoint@night_8]
cover_name = agr_smart_terrain_1_6_animpoint_camp_10
use_camp = true
turn_on_campfire = true
; blockpost guard 2
[logic@agr_smart_terrain_1_6_xcvb_night_9]
active = walker@night_9
suitable = {!surge_started =is_night} true
prior = 53
[walker@night_9]
path_walk = guard_1_walk
path_look = guard_1_look
; sleep campfire behind building 1
[logic@agr_smart_terrain_1_6_xcvb_night_10]
active = animpoint@night_10
suitable = {!surge_started =is_night} true
prior = 53
[animpoint@night_10]
cover_name = agr_smart_terrain_1_6_animpoint_kamp2
use_camp = true
turn_on_campfire = true
; sleep campfire behind building 2
[logic@agr_smart_terrain_1_6_xcvb_night_11]
active = animpoint@night_11
suitable = {!surge_started =is_night} true
prior = 53
[animpoint@night_11]
cover_name = agr_smart_terrain_1_6_animpoint_kamp4
use_camp = true
turn_on_campfire = true
; sleep drink vodka main building
[logic@agr_smart_terrain_1_6_xcvb_night_12]
active = animpoint@night_12
suitable = {!surge_started =is_night} true
prior = 53
[animpoint@night_12]
cover_name = agr_smart_terrain_1_6_animpoint_camp_16
use_camp = true
; patrol angars
[logic@agr_smart_terrain_1_6_xcvb_night_13]
active = walker@night_13
suitable = {!surge_started =is_night} true
prior = 52
[walker@night_13]
path_walk = patrol_1_walk
; guard second building
[logic@agr_smart_terrain_1_6_xcvb_night_14]
active = walker@night_14
suitable = {!surge_started =is_night} true
prior = 52
[walker@night_14]
path_walk = guard_6_walk
path_look = guard_6_look
; sniper watchtower
[logic@agr_smart_terrain_1_6_xcvb_night_15]
active = walker@night_15
suitable = {!surge_started =is_night =guard_has_rifle} true
prior = 52
[walker@night_15]
path_walk = guard_2_walk
path_look = guard_2_look
; patrol center
[logic@agr_smart_terrain_1_6_xcvb_night_16]
active = walker@night_16
suitable = {!surge_started =is_night} true
prior = 51
[walker@night_16]
path_walk = patrol_6_walk
; patrol behind 2
[logic@agr_smart_terrain_1_6_xcvb_night_17]
active = walker@night_17
suitable = {!surge_started =is_night} true
prior = 51
[walker@night_17]
path_walk = patrol_3_walk
; patrol center 2
[logic@agr_smart_terrain_1_6_xcvb_night_18]
active = walker@night_18
suitable = {!surge_started =is_night} true
prior = 50
[walker@night_18]
path_walk = patrol_5_walk
; guard angars
[logic@agr_smart_terrain_1_6_xcvb_night_19]
active = walker@night_19
suitable = {!surge_started =is_night} true
prior = 50
[walker@night_19]
path_walk = walker_1_walk
path_look = walker_1_look
; sniper base
[logic@agr_smart_terrain_1_6_xcvb_night_20]
active = walker@night_20
suitable = {!surge_started =is_night =guard_has_rifle} true
prior = 50
[walker@night_20]
path_walk = sniper_1_walk
path_look = sniper_1_look
@@ -0,0 +1,26 @@
![animpoint@table]
on_info = {=trader_sleep_time} beh@xcvb_sleep
[beh@xcvb_sleep]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
path_end = loop
on_info = {!trader_sleep_time} animpoint@table
meet = no_meet
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
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
pt1 = 20000, sleep | pos: -114.1, 0.9983, -150.5 look: -114.1134, -0.0017, -152.4159
@@ -0,0 +1,26 @@
![animpoint@sit]
on_info = {=medic_sleep_time} beh@xcvb_sleep
[beh@xcvb_sleep]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
path_end = loop
on_info = {!medic_sleep_time} animpoint@sit
meet = no_meet
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
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
pt1 = 20000, drunk_sit_ass | pos: -149.1, 1.0029, -203 look: -148.3293, -0.0004, -201.9985
@@ -0,0 +1,57 @@
;army trader
![animpoint@trade]
on_info = {=trader_sleep_time} beh@xcvb_sleep_1
[beh@xcvb_sleep_1]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
path_end = loop
on_info = {!trader_sleep_time} animpoint@trade
meet = no_meet
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
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
pt1 = 20000, sleep | pos: -151.2, 2.108, -166.6 look: -151.3238, 1.1026, -164.2686
;army mechanic
![animpoint@stand]
on_info2 = {=mechanic_sleep_time} beh@xcvb_sleep_2
[beh@xcvb_sleep_2]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
path_end = loop
on_info = {!mechanic_sleep_time} animpoint@stand
meet = no_meet
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
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
pt1 = 20000, drunk_sit_ass | pos: -142.1, 5.999, -203.7 look: -140.0736, 4.9998, -202.5175
@@ -0,0 +1,24 @@
![exclusive]
near1_xcvb_day_1 = agroprom\agr_smart_terrain_1_6_near_1_smart_logic_xcvb.ltx
near1_xcvb_day_2 = agroprom\agr_smart_terrain_1_6_near_1_smart_logic_xcvb.ltx
near1_xcvb_day_3 = agroprom\agr_smart_terrain_1_6_near_1_smart_logic_xcvb.ltx
near1_xcvb_day_4 = agroprom\agr_smart_terrain_1_6_near_1_smart_logic_xcvb.ltx
near1_xcvb_day_5 = agroprom\agr_smart_terrain_1_6_near_1_smart_logic_xcvb.ltx
near1_xcvb_day_6 = agroprom\agr_smart_terrain_1_6_near_1_smart_logic_xcvb.ltx
near1_xcvb_day_7 = agroprom\agr_smart_terrain_1_6_near_1_smart_logic_xcvb.ltx
near1_xcvb_night_1 = agroprom\agr_smart_terrain_1_6_near_1_smart_logic_xcvb.ltx
near1_xcvb_night_2 = agroprom\agr_smart_terrain_1_6_near_1_smart_logic_xcvb.ltx
near1_xcvb_night_3 = agroprom\agr_smart_terrain_1_6_near_1_smart_logic_xcvb.ltx
near1_xcvb_night_4 = agroprom\agr_smart_terrain_1_6_near_1_smart_logic_xcvb.ltx
near1_xcvb_night_5 = agroprom\agr_smart_terrain_1_6_near_1_smart_logic_xcvb.ltx
near1_xcvb_night_6 = agroprom\agr_smart_terrain_1_6_near_1_smart_logic_xcvb.ltx
near1_xcvb_night_7 = agroprom\agr_smart_terrain_1_6_near_1_smart_logic_xcvb.ltx
near1_xcvb_night_8 = agroprom\agr_smart_terrain_1_6_near_1_smart_logic_xcvb.ltx
near1_xcvb_night_9 = agroprom\agr_smart_terrain_1_6_near_1_smart_logic_xcvb.ltx
near1_xcvb_night_10 = agroprom\agr_smart_terrain_1_6_near_1_smart_logic_xcvb.ltx
near1_xcvb_night_11 = agroprom\agr_smart_terrain_1_6_near_1_smart_logic_xcvb.ltx
near1_xcvb_night_12 = agroprom\agr_smart_terrain_1_6_near_1_smart_logic_xcvb.ltx
@@ -0,0 +1,25 @@
![exclusive]
near2_xcvb_day_1 = agroprom\agr_smart_terrain_1_6_near_2_smart_logic_xcvb.ltx
near2_xcvb_day_2 = agroprom\agr_smart_terrain_1_6_near_2_smart_logic_xcvb.ltx
near2_xcvb_day_3 = agroprom\agr_smart_terrain_1_6_near_2_smart_logic_xcvb.ltx
near2_xcvb_day_4 = agroprom\agr_smart_terrain_1_6_near_2_smart_logic_xcvb.ltx
near2_xcvb_day_5 = agroprom\agr_smart_terrain_1_6_near_2_smart_logic_xcvb.ltx
near2_xcvb_day_6 = agroprom\agr_smart_terrain_1_6_near_2_smart_logic_xcvb.ltx
near2_xcvb_day_7 = agroprom\agr_smart_terrain_1_6_near_2_smart_logic_xcvb.ltx
near2_xcvb_day_8 = agroprom\agr_smart_terrain_1_6_near_2_smart_logic_xcvb.ltx
near2_xcvb_night_1 = agroprom\agr_smart_terrain_1_6_near_2_smart_logic_xcvb.ltx
near2_xcvb_night_2 = agroprom\agr_smart_terrain_1_6_near_2_smart_logic_xcvb.ltx
near2_xcvb_night_3 = agroprom\agr_smart_terrain_1_6_near_2_smart_logic_xcvb.ltx
near2_xcvb_night_4 = agroprom\agr_smart_terrain_1_6_near_2_smart_logic_xcvb.ltx
near2_xcvb_night_5 = agroprom\agr_smart_terrain_1_6_near_2_smart_logic_xcvb.ltx
near2_xcvb_night_6 = agroprom\agr_smart_terrain_1_6_near_2_smart_logic_xcvb.ltx
near2_xcvb_night_7 = agroprom\agr_smart_terrain_1_6_near_2_smart_logic_xcvb.ltx
near2_xcvb_night_8 = agroprom\agr_smart_terrain_1_6_near_2_smart_logic_xcvb.ltx
near2_xcvb_night_9 = agroprom\agr_smart_terrain_1_6_near_2_smart_logic_xcvb.ltx
near2_xcvb_night_10 = agroprom\agr_smart_terrain_1_6_near_2_smart_logic_xcvb.ltx
near2_xcvb_night_11 = agroprom\agr_smart_terrain_1_6_near_2_smart_logic_xcvb.ltx
near2_xcvb_night_12 = agroprom\agr_smart_terrain_1_6_near_2_smart_logic_xcvb.ltx
near2_xcvb_night_13 = agroprom\agr_smart_terrain_1_6_near_2_smart_logic_xcvb.ltx
@@ -0,0 +1,62 @@
![exclusive]
!agr_smart_terrain_1_6_camp_work_6 = agroprom\agr_smart_terrain_1_6_smart_logic.ltx
!agr_smart_terrain_1_6_camp_work_7 = agroprom\agr_smart_terrain_1_6_smart_logic.ltx
!agr_smart_terrain_1_6_camp_work_8 = agroprom\agr_smart_terrain_1_6_smart_logic.ltx
!agr_smart_terrain_1_6_camp_work_9 = agroprom\agr_smart_terrain_1_6_smart_logic.ltx
!agr_smart_terrain_1_6_camp_work_10 = agroprom\agr_smart_terrain_1_6_smart_logic.ltx
!agr_smart_terrain_1_6_camp_work_11 = agroprom\agr_smart_terrain_1_6_smart_logic.ltx
!agr_smart_terrain_1_6_camp_work_12 = agroprom\agr_smart_terrain_1_6_smart_logic.ltx
!agr_smart_terrain_1_6_camp_work_13 = agroprom\agr_smart_terrain_1_6_smart_logic.ltx
!agr_smart_terrain_1_6_camp_work_14 = agroprom\agr_smart_terrain_1_6_smart_logic.ltx
!agr_smart_terrain_1_6_camp_work_15 = agroprom\agr_smart_terrain_1_6_smart_logic.ltx
!agr_smart_terrain_1_6_camp_work_16 = agroprom\agr_smart_terrain_1_6_smart_logic.ltx
!agr_smart_terrain_1_6_camp_work_17 = agroprom\agr_smart_terrain_1_6_smart_logic.ltx
agr_smart_terrain_1_6_xcvb_day_1 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_xcvb_day_2 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_xcvb_day_3 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_xcvb_day_4 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_xcvb_day_5 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_xcvb_day_6 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_xcvb_day_7 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_xcvb_day_8 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_xcvb_day_9 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_xcvb_day_10 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_xcvb_day_11 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_xcvb_day_12 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_xcvb_day_13 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_camp_work_6 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_camp_work_7 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_camp_work_8 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_camp_work_9 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_camp_work_10 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_camp_work_11 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_camp_work_12 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_camp_work_13 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_camp_work_17 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_xcvb_night_1 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_xcvb_night_2 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_xcvb_night_3 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_xcvb_night_4 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_xcvb_night_5 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_xcvb_night_6 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_xcvb_night_7 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_xcvb_night_8 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_xcvb_night_9 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_xcvb_night_10 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_xcvb_night_11 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_xcvb_night_12 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_xcvb_night_13 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_xcvb_night_14 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_xcvb_night_15 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_xcvb_night_16 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_xcvb_night_17 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_xcvb_night_18 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_xcvb_night_19 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_xcvb_night_20 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
@@ -0,0 +1,269 @@
[beh@general]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
gather_items_enabled = true
help_wounded_enabled = true
corpse_detection_enabled = true
meet = meet@general
wounded = wounded@ignore
use_camp = false
path_end = loop
[beh@combat]:beh@general
walk_dist = 25
jog_dist = 220
wait_anim = patrol
walk_anim = patrol
jog_anim = patrol
run_anim = patrol
sound_idle = state
[beh@campfire]:beh@general
turn_on_campfire = true
sound_idle = state
[beh@sleep]:beh@general
gather_items_enabled = false
corpse_detection_enabled = false
meet = no_meet
[meet@general]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
use = {=actor_enemy} false, {=dist_to_actor_le(3)} true, false
snd_on_use = {!dist_to_actor_le(3)} nil
meet_on_talking = false
[wounded@ignore]
hp_state = 0|wounded_heavy@help_heavy
hp_state_see = 0|wounded_heavy@help_heavy
hp_victim = 0|nil
hp_fight = 0|false
hp_cover = 0|false
; =======================
; ------------- DAY ---------------
; =======================
; camp 2
[logic@bar_dolg_general_animpoint_kamp2]
active = animpoint@bar_dolg_general_animpoint_kamp2
suitable = {=npc_community(dolg) !surge_started !is_night} true
prior = 45
[animpoint@bar_dolg_general_animpoint_kamp2]
cover_name = bar_dolg_general_animpoint_kamp2
use_camp = true
on_info = {=surge_started} walker@hide_2
on_info2 = {=is_heavy_rain} animpoint@bar_dolg_general_animpoint_kamp6
turn_on_campfire = true
meet = meet@bar_dolg_general_animpoint
on_game_timer = 10800 | {!is_rain} animpoint@bar_smart_cover_otzhiman_2
[walker@hide_2]
path_walk = surge_12_walk
;path_look =
on_info = {=surge_complete} animpoint@bar_dolg_general_animpoint_kamp2
[logic@bar_dolg_general_animpoint_kamp6]
active = animpoint@bar_dolg_general_animpoint_kamp6
suitable = {=npc_community(dolg) !surge_started !is_night} true
prior = 45
[animpoint@bar_dolg_general_animpoint_kamp6]
cover_name = bar_dolg_general_animpoint_kamp6
use_camp = true
on_info = {!is_heavy_rain} animpoint@bar_dolg_general_animpoint_kamp2
[animpoint@bar_smart_cover_otzhiman_2]
cover_name = bar_smart_cover_otzhiman_2
use_camp = false
on_info = {=surge_started} walker@hide_2
turn_on_campfire = false
meet = no_meet
avail_animations = otzhiman
on_game_timer = 3600 | animpoint@bar_dolg_general_animpoint_kamp2
; camp 3
[logic@bar_dolg_general_animpoint_kamp3]
active = animpoint@bar_dolg_general_animpoint_kamp3
suitable = {=npc_community(dolg) !surge_started !is_night} true
prior = 45
[animpoint@bar_dolg_general_animpoint_kamp3]
cover_name = bar_dolg_general_animpoint_kamp3
use_camp = true
on_info = {=surge_started} walker@hide_3
on_info2 = {=is_heavy_rain} animpoint@bar_dolg_general_animpoint_kamp7
turn_on_campfire = true
meet = meet@bar_dolg_general_animpoint
on_game_timer = 10800 | {!is_rain} animpoint@bar_smart_cover_otzhiman_3
[walker@hide_3]
path_walk = surge_13_walk
;path_look =
on_info = {=surge_complete} animpoint@bar_dolg_general_animpoint_kamp3
[logic@bar_dolg_general_animpoint_kamp7]
active = animpoint@bar_dolg_general_animpoint_kamp7
suitable = {=npc_community(dolg) !surge_started !is_night} true
prior = 45
[animpoint@bar_dolg_general_animpoint_kamp7]
cover_name = bar_dolg_general_animpoint_kamp7
use_camp = true
on_info = {!is_heavy_rain} animpoint@bar_dolg_general_animpoint_kamp3
meet = meet_random
[animpoint@bar_smart_cover_otzhiman_3]
cover_name = bar_smart_cover_otzhiman_3
use_camp = false
on_info = {=surge_started} walker@hide_3
turn_on_campfire = false
meet = no_meet
avail_animations = otzhiman
on_game_timer = 3600 | animpoint@bar_dolg_general_animpoint_kamp3
; camp 4
[logic@bar_dolg_general_animpoint_kamp4]
active = animpoint@bar_dolg_general_animpoint_kamp4
suitable = {=npc_community(dolg) !surge_started !is_night} true
prior = 45
[animpoint@bar_dolg_general_animpoint_kamp4]
cover_name = bar_dolg_general_animpoint_kamp4
use_camp = true
on_info = {=surge_started} walker@hide_4
on_info2 = {=is_heavy_rain} animpoint@bar_dolg_general_animpoint_kamp8
turn_on_campfire = true
on_game_timer = 10800 | {!is_rain} animpoint@bar_smart_cover_otzhiman_4
[walker@hide_4]
path_walk = surge_14_walk
;path_look =
on_info = {=surge_complete} animpoint@bar_dolg_general_animpoint_kamp4
[logic@bar_dolg_general_animpoint_kamp8]
active = animpoint@bar_dolg_general_animpoint_kamp8
suitable = {=npc_community(dolg) !surge_started !is_night} true
prior = 45
[animpoint@bar_dolg_general_animpoint_kamp8]
cover_name = bar_dolg_general_animpoint_kamp8
use_camp = true
on_info = {!is_heavy_rain} animpoint@bar_dolg_general_animpoint_kamp4
meet = meet_random
[animpoint@bar_smart_cover_otzhiman_4]
cover_name = bar_smart_cover_otzhiman_4
use_camp = false
on_info = {=surge_started} walker@hide_4
turn_on_campfire = false
meet = no_meet
avail_animations = otzhiman
on_game_timer = 3600 | animpoint@bar_dolg_general_animpoint_kamp4
; (duty guard 1)
[logic@bar_dolg_general_xcvb_day_1]
active = beh@day_1
suitable = {!surge_started !is_night} true
prior = 46
[beh@day_1]:beh@combat
pt1 = 20000, guard | pos: 186.9, 1.1686, 108.5 look: 183.2018, -0.0011, 104.7151
; (duty guard 2)
[logic@bar_dolg_general_xcvb_day_2]
active = beh@day_2
suitable = {!surge_started !is_night} true
prior = 45
[beh@day_2]:beh@combat
pt1 = 20000, guard | pos: 192.5, 0.9867, 105.7 look: 188.828, -0.0009, 105.0209
; (duty patrol outside)
[logic@bar_dolg_general_xcvb_day_3]
active = beh@day_3
suitable = {!surge_started !is_night} true
prior = 45
[beh@day_3]:beh@combat
pt1 = 15000, guard | pos: 172.9, 0.9867, 121.8 look: 168.2897, -0.0002, 122.0376
pt2 = 15000, guard | pos: 172.2, 0.9953, 70.7 look: 169.1839, -0.0001, 66.6458
; (duty patrol inside)
[logic@bar_dolg_general_xcvb_day_4]
active = beh@day_4
suitable = {!surge_started !is_night} true
prior = 45
[beh@day_4]:beh@combat
pt1 = 15000, guard | pos: 202.3, 0.9867, 117.6 look: 199.3036, -0.0038, 117.5437
pt2 = 15000, guard | pos: 208.6, 0.9922, 91 look: 206.1592, -0.0011, 91.0599
; =======================
; ------------ NIGHT -------------
; =======================
; (duty guard 1)
[logic@bar_dolg_general_xcvb_night_1]
active = beh@night_1
suitable = {!surge_started =is_night} true
prior = 46
[beh@night_1]:beh@combat
pt1 = 20000, guard | pos: 186.9, 1.1686, 108.5 look: 183.2018, -0.0011, 104.7151
; (duty guard 2)
[logic@bar_dolg_general_xcvb_night_2]
active = beh@night_2
suitable = {!surge_started =is_night} true
prior = 46
[beh@night_2]:beh@combat
pt1 = 20000, guard | pos: 192.5, 0.9867, 105.7 look: 188.828, -0.0009, 105.0209
; (duty patrol outside)
[logic@bar_dolg_general_xcvb_night_3]
active = beh@night_3
suitable = {!surge_started =is_night} true
prior = 46
[beh@night_3]:beh@combat
pt1 = 15000, guard | pos: 172.9, 0.9867, 121.8 look: 168.2897, -0.0002, 122.0376
pt2 = 15000, guard | pos: 172.2, 0.9953, 70.7 look: 169.1839, -0.0001, 66.6458
; (duty patrol inside)
[logic@bar_dolg_general_xcvb_night_4]
active = beh@night_4
suitable = {!surge_started =is_night} true
prior = 46
[beh@night_4]:beh@combat
pt1 = 15000, guard | pos: 202.3, 0.9867, 117.6 look: 199.3036, -0.0038, 117.5437
pt2 = 15000, guard | pos: 208.6, 0.9922, 91 look: 206.1592, -0.0011, 91.0599
@@ -0,0 +1,324 @@
[beh@general]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
gather_items_enabled = true
help_wounded_enabled = true
corpse_detection_enabled = true
meet = meet@general
wounded = wounded@ignore
use_camp = false
path_end = loop
[beh@combat]:beh@general
walk_dist = 25
jog_dist = 220
wait_anim = patrol
walk_anim = patrol
jog_anim = patrol
run_anim = patrol
sound_idle = state
[beh@campfire]:beh@general
turn_on_campfire = true
sound_idle = state
[beh@sleep]:beh@general
gather_items_enabled = false
corpse_detection_enabled = false
meet = no_meet
[meet@general]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
use = {=actor_enemy} false, {=dist_to_actor_le(3)} true, false
snd_on_use = {!dist_to_actor_le(3)} nil
meet_on_talking = false
[wounded@ignore]
hp_state = 0|wounded_heavy@help_heavy
hp_state_see = 0|wounded_heavy@help_heavy
hp_victim = 0|nil
hp_fight = 0|false
hp_cover = 0|false
; =======================
; ------------- DAY ---------------
; =======================
; angar 1
[logic@bar_visitors_animp_01_day]
active = animpoint@day_1
suitable = {!surge_started !is_night !npc_community(dolg)} true
prior = 60
[animpoint@day_1]
cover_name = bar_visitors_animpoint_kamp1
use_camp = true
turn_on_campfire = true
[logic@bar_visitors_animp_02_day]
active = animpoint@day_2
suitable = {!surge_started !is_night !npc_community(dolg)} true
prior = 61
[animpoint@day_2]
cover_name = bar_visitors_animpoint_kamp2
use_camp = true
turn_on_campfire = true
[logic@bar_visitors_animp_03_day]
active = animpoint@day_3
suitable = {!surge_started !is_night !npc_community(dolg)} true
prior = 60
[animpoint@day_3]
cover_name = bar_visitors_animpoint_kamp3
use_camp = true
turn_on_campfire = true
; angar 2
[logic@bar_visitors_animp_04_day]
active = animpoint@day_4
suitable = {!surge_started !is_night !npc_community(dolg)} true
prior = 61
[animpoint@day_4]
cover_name = bar_visitors_animpoint_kamp4
use_camp = true
turn_on_campfire = true
[logic@bar_visitors_animp_05_day]
active = animpoint@day_5
suitable = {!surge_started !is_night !npc_community(dolg)} true
prior = 60
[animpoint@day_5]
cover_name = bar_visitors_animpoint_kamp5
use_camp = true
turn_on_campfire = true
[logic@bar_visitors_animp_06_day]
active = animpoint@day_6
suitable = {!surge_started !is_night !npc_community(dolg)} true
prior = 61
[animpoint@day_6]
cover_name = bar_visitors_animpoint_kamp6
use_camp = true
turn_on_campfire = true
; angar 3
[logic@bar_visitors_animp_07_day]
active = animpoint@day_7
suitable = {!surge_started !is_night !npc_community(dolg)} true
prior = 61
[animpoint@day_7]
cover_name = bar_visitors_animpoint_kamp7
use_camp = true
turn_on_campfire = true
[logic@bar_visitors_animp_08_day]
active = animpoint@day_8
suitable = {!surge_started !is_night !npc_community(dolg)} true
prior = 60
[animpoint@day_8]
cover_name = bar_visitors_animpoint_kamp8
use_camp = true
turn_on_campfire = true
[logic@bar_visitors_animp_09_day]
active = animpoint@day_9
suitable = {!surge_started !is_night !npc_community(dolg)} true
prior = 61
[animpoint@day_9]
cover_name = bar_visitors_animpoint_kamp9
use_camp = true
turn_on_campfire = true
; =======================
; ------------ NIGHT -------------
; =======================
; angar 1
[logic@bar_visitors_animp_01_night]
active = beh@night_1
suitable = {!surge_started =is_night !npc_community(dolg)} true
prior = 61
[beh@night_1]:beh@sleep
pt1 = 20000, sleep | pos: 132.3, 1.2131, 61.6 look: 131.2053, 0.096, 61.0576
[logic@bar_visitors_animp_02_night]
active = beh@night_2
suitable = {!surge_started =is_night !npc_community(dolg)} true
prior = 60
[beh@night_2]:beh@sleep
pt1 = 20000, sleep | pos: 128.8, 1.1842, 57.4 look: 129.6803, 0.094, 58.5642
; angar 2
[logic@bar_visitors_animp_03_night]
active = beh@night_3
suitable = {!surge_started =is_night !npc_community(dolg)} true
prior = 61
[beh@night_3]:beh@sleep
pt1 = 20000, sleep | pos: 98.7, 1.1717, 89.6 look: 98.2293, 0.0957, 88.0359
[logic@bar_visitors_animp_04_night]
active = beh@night_4
suitable = {!surge_started =is_night !npc_community(dolg)} true
prior = 60
[beh@night_4]:beh@sleep
pt1 = 20000, sleep | pos: 101.5, 1.2076, 93.1 look: 100.027, 0.099, 92.2481
[logic@bar_visitors_animp_05_night]
active = beh@night_5
suitable = {!surge_started =is_night !npc_community(dolg)} true
prior = 61
[beh@night_5]:beh@sleep
pt1 = 20000, sleep | pos: 98.7, 1.2209, 95.9 look: 98.7961, 0.0958, 97.6252
[logic@bar_visitors_animp_06_night]
active = beh@night_6
suitable = {!surge_started =is_night !npc_community(dolg)} true
prior = 60
[beh@night_6]:beh@sleep
pt1 = 20000, sleep | pos: 95.2, 1.3825, 93.8 look: 95.331, 0.0997, 95.8089
[logic@bar_visitors_animp_07_night]
active = beh@night_7
suitable = {!surge_started =is_night !npc_community(dolg)} true
prior = 60
[beh@night_7]:beh@sleep
pt1 = 20000, sleep | pos: 95.9, 1.2147, 98 look: 97.7153, 0.0983, 97.8088
[logic@bar_visitors_animp_08_night]
active = beh@night_8
suitable = {!surge_started =is_night !npc_community(dolg)} true
prior = 60
[beh@night_8]:beh@sleep
pt1 = 20000, sleep | pos: 95.9, 1.2076, 100.8 look: 97.1911, 0.0984, 100.7822
[logic@bar_visitors_animp_09_night]
active = beh@night_9
suitable = {!surge_started =is_night !npc_community(dolg)} true
prior = 61
[beh@night_9]:beh@sleep
pt1 = 20000, sleep | pos: 102.2, 1.1842, 98 look: 102.1512, 0.0918, 96.1086
; angar 3
[logic@bar_visitors_animp_10_night]
active = beh@night_10
suitable = {!surge_started =is_night !npc_community(dolg)} true
prior = 60
[beh@night_10]:beh@sleep
pt1 = 20000, sleep | pos: 119, 0.9922, 120.4 look: 120.9482, 0.005, 120.6092
[logic@bar_visitors_animp_11_night]
active = beh@night_11
suitable = {!surge_started =is_night !npc_community(dolg)} true
prior = 61
[beh@night_11]:beh@sleep
pt1 = 20000, sleep | pos: 118.3, 0.9922, 125.3 look: 118.1458, 0.0028, 123.8632
; duty outside
[logic@bar_visitors_animp_12_night]
active = beh@night_12
suitable = {!surge_started =is_night =npc_community(dolg) !is_rain} true
prior = 60
[beh@night_12]:beh@sleep
pt1 = 20000, drunk_sit_ass | pos: 204.4, 1.0125, 86.1 look: 204.4918, -0.0003, 87.5712
[logic@bar_visitors_animp_13_night]
active = beh@night_13
suitable = {!surge_started =is_night =npc_community(dolg) !is_rain} true
prior = 61
[beh@night_13]:beh@sleep
pt1 = 20000, sleep | pos: 201.6, 1.0187, 88.2 look: 202.761, 0.0418, 87.9809
[logic@bar_visitors_animp_14_night]
active = beh@night_14
suitable = {!surge_started =is_night =npc_community(dolg) !is_rain} true
prior = 60
[beh@night_14]:beh@sleep
pt1 = 20000, sleep | pos: 201.6, 0.9086, 91 look: 203.3551, -0.0007, 90.9286
[logic@bar_visitors_animp_15_night]
active = beh@night_15
suitable = {!surge_started =is_night =npc_community(dolg) !is_rain} true
prior = 61
[beh@night_15]:beh@sleep
pt1 = 20000, drunk_sit_ass | pos: 205.8, 1.014, 86.1 look: 205.5143, -0.0173, 87.6764
; duty inside
[logic@bar_visitors_animp_16_night]
active = beh@night_16
suitable = {!surge_started =is_night =npc_community(dolg)} true
prior = 60
[beh@night_16]:beh@sleep
pt1 = 20000, sleep | pos: 218.4, -4.1365, 123.2 look: 218.5407, -5.4499, 125.8998
[logic@bar_visitors_animp_17_night]
active = beh@night_17
suitable = {!surge_started =is_night =npc_community(dolg)} true
prior = 61
[beh@night_17]:beh@sleep
pt1 = 20000, sleep | pos: 220.5, -4.1451, 123.2 look: 220.2468, -5.4495, 125.932
@@ -0,0 +1,28 @@
![walker@at_hole]
on_info2 = {=trader_sleep_time} beh@xcvb_sleep
[beh@xcvb_sleep]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
path_end = loop
on_info = {!trader_sleep_time} walker@at_hole
meet = no_meet
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
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
pt1 = 20000, sleep | pos: 116.2, -4.3185, 15.4 look: 114.8476, -5.3077, 15.4036
@@ -0,0 +1,27 @@
![animpoint@stand]
on_info = {=trader_sleep_time} beh@xcvb_sleep
[beh@xcvb_sleep]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
path_end = loop
on_info = {!trader_sleep_time} animpoint@stand
meet = no_meet
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
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
pt1 = 20000, drunk_sit_ass | pos: 226.1, -4.4496, 123.9 look: 224.388, -5.4487, 126.6542
@@ -0,0 +1,27 @@
![beh@general]
on_info = {=medic_sleep_time} beh@xcvb_sleep
[beh@xcvb_sleep]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
path_end = loop
on_info = {!medic_sleep_time} beh@bar_dolg_medic
meet = no_meet
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
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
pt1 = 20000, drunk_sit_ass | pos: 193.2, 1.0921, 123.2 look: 195.7656, -0.0004, 122.4175
@@ -0,0 +1,27 @@
![animpoint@base]
on_info5 = {=mechanic_sleep_time} beh@xcvb_sleep
[beh@xcvb_sleep]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
path_end = loop
on_info = {!mechanic_sleep_time} animpoint@base
meet = no_meet
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
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
pt1 = 20000, sleep | pos: 117.6, 1.199, 65.8 look: 117.4726, 0.0946, 67.9902
@@ -0,0 +1,19 @@
![exclusive]
!bar_dolg_general_animpoint_kamp2 = bar\bar_dolg_general_logic.ltx
!bar_dolg_general_animpoint_kamp3 = bar\bar_dolg_general_logic.ltx
!bar_dolg_general_animpoint_kamp4 = bar\bar_dolg_general_logic.ltx
bar_dolg_general_animpoint_kamp2 = bar\bar_dolg_general_logic_xcvb.ltx
bar_dolg_general_animpoint_kamp3 = bar\bar_dolg_general_logic_xcvb.ltx
bar_dolg_general_animpoint_kamp4 = bar\bar_dolg_general_logic_xcvb.ltx
bar_dolg_general_xcvb_day_1 = bar\bar_dolg_general_logic_xcvb.ltx
bar_dolg_general_xcvb_day_2 = bar\bar_dolg_general_logic_xcvb.ltx
bar_dolg_general_xcvb_day_3 = bar\bar_dolg_general_logic_xcvb.ltx
bar_dolg_general_xcvb_day_4 = bar\bar_dolg_general_logic_xcvb.ltx
bar_dolg_general_xcvb_night_1 = bar\bar_dolg_general_logic_xcvb.ltx
bar_dolg_general_xcvb_night_2 = bar\bar_dolg_general_logic_xcvb.ltx
bar_dolg_general_xcvb_night_3 = bar\bar_dolg_general_logic_xcvb.ltx
bar_dolg_general_xcvb_night_4 = bar\bar_dolg_general_logic_xcvb.ltx
@@ -0,0 +1,48 @@
![exclusive]
!bar_visitors_animpoint_kamp1 = bar\bar_visitors_logic.ltx
!bar_visitors_animpoint_kamp2 = bar\bar_visitors_logic.ltx
!bar_visitors_animpoint_kamp3 = bar\bar_visitors_logic.ltx
!bar_visitors_animpoint_kamp4 = bar\bar_visitors_logic.ltx
!bar_visitors_animpoint_kamp5 = bar\bar_visitors_logic.ltx
!bar_visitors_animpoint_kamp6 = bar\bar_visitors_logic.ltx
!bar_visitors_animpoint_kamp7 = bar\bar_visitors_logic.ltx
!bar_visitors_animpoint_kamp8 = bar\bar_visitors_logic.ltx
!bar_visitors_animpoint_kamp9 = bar\bar_visitors_logic.ltx
bar_visitors_animp_01_day = bar\bar_visitors_logic_xcvb.ltx
bar_visitors_animp_02_day = bar\bar_visitors_logic_xcvb.ltx
bar_visitors_animp_03_day = bar\bar_visitors_logic_xcvb.ltx
bar_visitors_animp_04_day = bar\bar_visitors_logic_xcvb.ltx
bar_visitors_animp_05_day = bar\bar_visitors_logic_xcvb.ltx
bar_visitors_animp_06_day = bar\bar_visitors_logic_xcvb.ltx
bar_visitors_animp_07_day = bar\bar_visitors_logic_xcvb.ltx
bar_visitors_animp_08_day = bar\bar_visitors_logic_xcvb.ltx
bar_visitors_animp_09_day = bar\bar_visitors_logic_xcvb.ltx
; angar 1
bar_visitors_animp_01_night = bar\bar_visitors_logic_xcvb.ltx
bar_visitors_animp_02_night = bar\bar_visitors_logic_xcvb.ltx
; angar 2
bar_visitors_animp_03_night = bar\bar_visitors_logic_xcvb.ltx
bar_visitors_animp_04_night = bar\bar_visitors_logic_xcvb.ltx
bar_visitors_animp_05_night = bar\bar_visitors_logic_xcvb.ltx
bar_visitors_animp_06_night = bar\bar_visitors_logic_xcvb.ltx
bar_visitors_animp_07_night = bar\bar_visitors_logic_xcvb.ltx
bar_visitors_animp_08_night = bar\bar_visitors_logic_xcvb.ltx
bar_visitors_animp_09_night = bar\bar_visitors_logic_xcvb.ltx
; angar 3
bar_visitors_animp_10_night = bar\bar_visitors_logic_xcvb.ltx
bar_visitors_animp_11_night = bar\bar_visitors_logic_xcvb.ltx
; duty outside
bar_visitors_animp_12_night = bar\bar_visitors_logic_xcvb.ltx
bar_visitors_animp_13_night = bar\bar_visitors_logic_xcvb.ltx
bar_visitors_animp_14_night = bar\bar_visitors_logic_xcvb.ltx
;bar_visitors_animp_15_night = bar\bar_visitors_logic_xcvb.ltx
; duty bunker
bar_visitors_animp_16_night = bar\bar_visitors_logic_xcvb.ltx
bar_visitors_animp_17_night = bar\bar_visitors_logic_xcvb.ltx
@@ -0,0 +1,27 @@
![animpoint@sit]
on_info = {=medic_sleep_time} beh@xcvb_sleep
[beh@xcvb_sleep]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
path_end = loop
on_info = {!medic_sleep_time} animpoint@sit
meet = no_meet
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
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
pt1 = 20000, drunk_sit_ass | pos: 20.3, 7.2056, -40.6 look: 18.9133, 6.2059, -41.6031
@@ -0,0 +1,27 @@
![animpoint@stand]
on_info3 = {=mechanic_sleep_time} beh@xcvb_sleep
[beh@xcvb_sleep]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
path_end = loop
on_info = {!mechanic_sleep_time} animpoint@stand
meet = no_meet
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
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
pt1 = 20000, sleep | pos: 10.5, 6.2124, 26.6 look: 10.8187, 5.124, 27.8415
@@ -0,0 +1,27 @@
![animpoint@trade]
on_info2 = {=trader_sleep_time} beh@xcvb_sleep
[beh@xcvb_sleep]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
path_end = loop
on_info = {!trader_sleep_time} animpoint@trade
meet = no_meet
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
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
pt1 = 20000, sleep | pos: 34.3, 4.644, 4.2 look: 32.7052, 3.5917, 4.652
@@ -0,0 +1,27 @@
@[exclusive]
val_1_2_xcvb_day_1 = darkvalley\val_smart_terrain_1_2_smart_logic_xcvb.ltx
val_1_2_xcvb_day_2 = darkvalley\val_smart_terrain_1_2_smart_logic_xcvb.ltx
val_1_2_xcvb_day_3 = darkvalley\val_smart_terrain_1_2_smart_logic_xcvb.ltx
val_1_2_xcvb_day_4 = darkvalley\val_smart_terrain_1_2_smart_logic_xcvb.ltx
val_1_2_xcvb_day_5 = darkvalley\val_smart_terrain_1_2_smart_logic_xcvb.ltx
val_1_2_xcvb_day_6 = darkvalley\val_smart_terrain_1_2_smart_logic_xcvb.ltx
val_1_2_xcvb_day_7 = darkvalley\val_smart_terrain_1_2_smart_logic_xcvb.ltx
val_1_2_xcvb_day_8 = darkvalley\val_smart_terrain_1_2_smart_logic_xcvb.ltx
val_1_2_xcvb_day_9 = darkvalley\val_smart_terrain_1_2_smart_logic_xcvb.ltx
val_1_2_xcvb_day_10 = darkvalley\val_smart_terrain_1_2_smart_logic_xcvb.ltx
val_1_2_xcvb_day_11 = darkvalley\val_smart_terrain_1_2_smart_logic_xcvb.ltx
val_1_2_xcvb_day_12 = darkvalley\val_smart_terrain_1_2_smart_logic_xcvb.ltx
val_1_2_xcvb_night_1 = darkvalley\val_smart_terrain_1_2_smart_logic_xcvb.ltx
val_1_2_xcvb_night_2 = darkvalley\val_smart_terrain_1_2_smart_logic_xcvb.ltx
val_1_2_xcvb_night_3 = darkvalley\val_smart_terrain_1_2_smart_logic_xcvb.ltx
val_1_2_xcvb_night_4 = darkvalley\val_smart_terrain_1_2_smart_logic_xcvb.ltx
val_1_2_xcvb_night_5 = darkvalley\val_smart_terrain_1_2_smart_logic_xcvb.ltx
val_1_2_xcvb_night_6 = darkvalley\val_smart_terrain_1_2_smart_logic_xcvb.ltx
val_1_2_xcvb_night_7 = darkvalley\val_smart_terrain_1_2_smart_logic_xcvb.ltx
val_1_2_xcvb_night_8 = darkvalley\val_smart_terrain_1_2_smart_logic_xcvb.ltx
val_1_2_xcvb_night_9 = darkvalley\val_smart_terrain_1_2_smart_logic_xcvb.ltx
val_1_2_xcvb_night_10 = darkvalley\val_smart_terrain_1_2_smart_logic_xcvb.ltx
val_1_2_xcvb_night_11 = darkvalley\val_smart_terrain_1_2_smart_logic_xcvb.ltx
val_1_2_xcvb_night_12 = darkvalley\val_smart_terrain_1_2_smart_logic_xcvb.ltx
val_1_2_xcvb_night_13 = darkvalley\val_smart_terrain_1_2_smart_logic_xcvb.ltx
@@ -0,0 +1,22 @@
![exclusive]
val_4_0_xcvb_day_1 = darkvalley\val_smart_terrain_4_0_smart_logic_xcvb.ltx
val_4_0_xcvb_day_2 = darkvalley\val_smart_terrain_4_0_smart_logic_xcvb.ltx
val_4_0_xcvb_day_3 = darkvalley\val_smart_terrain_4_0_smart_logic_xcvb.ltx
val_4_0_xcvb_day_4 = darkvalley\val_smart_terrain_4_0_smart_logic_xcvb.ltx
val_4_0_xcvb_day_5 = darkvalley\val_smart_terrain_4_0_smart_logic_xcvb.ltx
val_4_0_xcvb_day_6 = darkvalley\val_smart_terrain_4_0_smart_logic_xcvb.ltx
val_4_0_xcvb_day_7 = darkvalley\val_smart_terrain_4_0_smart_logic_xcvb.ltx
val_4_0_xcvb_day_8 = darkvalley\val_smart_terrain_4_0_smart_logic_xcvb.ltx
val_4_0_xcvb_day_9 = darkvalley\val_smart_terrain_4_0_smart_logic_xcvb.ltx
val_4_0_xcvb_day_10 = darkvalley\val_smart_terrain_4_0_smart_logic_xcvb.ltx
val_4_0_xcvb_night_1 = darkvalley\val_smart_terrain_4_0_smart_logic_xcvb.ltx
val_4_0_xcvb_night_2 = darkvalley\val_smart_terrain_4_0_smart_logic_xcvb.ltx
val_4_0_xcvb_night_3 = darkvalley\val_smart_terrain_4_0_smart_logic_xcvb.ltx
val_4_0_xcvb_night_4 = darkvalley\val_smart_terrain_4_0_smart_logic_xcvb.ltx
val_4_0_xcvb_night_5 = darkvalley\val_smart_terrain_4_0_smart_logic_xcvb.ltx
val_4_0_xcvb_night_6 = darkvalley\val_smart_terrain_4_0_smart_logic_xcvb.ltx
val_4_0_xcvb_night_7 = darkvalley\val_smart_terrain_4_0_smart_logic_xcvb.ltx
val_4_0_xcvb_night_8 = darkvalley\val_smart_terrain_4_0_smart_logic_xcvb.ltx
val_4_0_xcvb_night_9 = darkvalley\val_smart_terrain_4_0_smart_logic_xcvb.ltx
val_4_0_xcvb_night_10 = darkvalley\val_smart_terrain_4_0_smart_logic_xcvb.ltx
@@ -0,0 +1,41 @@
![exclusive]
val_7_3_xcvb_day_1 = darkvalley\val_smart_terrain_7_3_smart_logic_xcvb.ltx
val_7_3_xcvb_day_2 = darkvalley\val_smart_terrain_7_3_smart_logic_xcvb.ltx
val_7_3_xcvb_day_3 = darkvalley\val_smart_terrain_7_3_smart_logic_xcvb.ltx
val_7_3_xcvb_day_4 = darkvalley\val_smart_terrain_7_3_smart_logic_xcvb.ltx
val_7_3_xcvb_day_5 = darkvalley\val_smart_terrain_7_3_smart_logic_xcvb.ltx
val_7_3_xcvb_day_6 = darkvalley\val_smart_terrain_7_3_smart_logic_xcvb.ltx
val_7_3_xcvb_day_7 = darkvalley\val_smart_terrain_7_3_smart_logic_xcvb.ltx
val_7_3_xcvb_day_8 = darkvalley\val_smart_terrain_7_3_smart_logic_xcvb.ltx
val_7_3_xcvb_day_9 = darkvalley\val_smart_terrain_7_3_smart_logic_xcvb.ltx
val_7_3_xcvb_day_10 = darkvalley\val_smart_terrain_7_3_smart_logic_xcvb.ltx
val_7_3_xcvb_day_11 = darkvalley\val_smart_terrain_7_3_smart_logic_xcvb.ltx
val_7_3_xcvb_day_12 = darkvalley\val_smart_terrain_7_3_smart_logic_xcvb.ltx
val_7_3_xcvb_day_13 = darkvalley\val_smart_terrain_7_3_smart_logic_xcvb.ltx
val_7_3_xcvb_day_14 = darkvalley\val_smart_terrain_7_3_smart_logic_xcvb.ltx
val_7_3_xcvb_day_15 = darkvalley\val_smart_terrain_7_3_smart_logic_xcvb.ltx
val_7_3_xcvb_day_16 = darkvalley\val_smart_terrain_7_3_smart_logic_xcvb.ltx
val_7_3_xcvb_day_17 = darkvalley\val_smart_terrain_7_3_smart_logic_xcvb.ltx
val_7_3_xcvb_day_18 = darkvalley\val_smart_terrain_7_3_smart_logic_xcvb.ltx
val_7_3_xcvb_day_19 = darkvalley\val_smart_terrain_7_3_smart_logic_xcvb.ltx
val_7_3_xcvb_day_20 = darkvalley\val_smart_terrain_7_3_smart_logic_xcvb.ltx
val_7_3_xcvb_night_1 = darkvalley\val_smart_terrain_7_3_smart_logic_xcvb.ltx
val_7_3_xcvb_night_2 = darkvalley\val_smart_terrain_7_3_smart_logic_xcvb.ltx
val_7_3_xcvb_night_3 = darkvalley\val_smart_terrain_7_3_smart_logic_xcvb.ltx
val_7_3_xcvb_night_4 = darkvalley\val_smart_terrain_7_3_smart_logic_xcvb.ltx
val_7_3_xcvb_night_5 = darkvalley\val_smart_terrain_7_3_smart_logic_xcvb.ltx
val_7_3_xcvb_night_6 = darkvalley\val_smart_terrain_7_3_smart_logic_xcvb.ltx
val_7_3_xcvb_night_7 = darkvalley\val_smart_terrain_7_3_smart_logic_xcvb.ltx
val_7_3_xcvb_night_8 = darkvalley\val_smart_terrain_7_3_smart_logic_xcvb.ltx
val_7_3_xcvb_night_9 = darkvalley\val_smart_terrain_7_3_smart_logic_xcvb.ltx
val_7_3_xcvb_night_10 = darkvalley\val_smart_terrain_7_3_smart_logic_xcvb.ltx
val_7_3_xcvb_night_11 = darkvalley\val_smart_terrain_7_3_smart_logic_xcvb.ltx
val_7_3_xcvb_night_12 = darkvalley\val_smart_terrain_7_3_smart_logic_xcvb.ltx
val_7_3_xcvb_night_13 = darkvalley\val_smart_terrain_7_3_smart_logic_xcvb.ltx
val_7_3_xcvb_night_14 = darkvalley\val_smart_terrain_7_3_smart_logic_xcvb.ltx
val_7_3_xcvb_night_15 = darkvalley\val_smart_terrain_7_3_smart_logic_xcvb.ltx
val_7_3_xcvb_night_16 = darkvalley\val_smart_terrain_7_3_smart_logic_xcvb.ltx
val_7_3_xcvb_night_17 = darkvalley\val_smart_terrain_7_3_smart_logic_xcvb.ltx
val_7_3_xcvb_night_18 = darkvalley\val_smart_terrain_7_3_smart_logic_xcvb.ltx
val_7_3_xcvb_night_19 = darkvalley\val_smart_terrain_7_3_smart_logic_xcvb.ltx
@@ -0,0 +1,20 @@
![exclusive]
val_7_4_xcvb_day_1 = darkvalley\val_smart_terrain_7_4_smart_logic_xcvb.ltx
val_7_4_xcvb_day_2 = darkvalley\val_smart_terrain_7_4_smart_logic_xcvb.ltx
val_7_4_xcvb_day_3 = darkvalley\val_smart_terrain_7_4_smart_logic_xcvb.ltx
val_7_4_xcvb_day_4 = darkvalley\val_smart_terrain_7_4_smart_logic_xcvb.ltx
val_7_4_xcvb_day_5 = darkvalley\val_smart_terrain_7_4_smart_logic_xcvb.ltx
val_7_4_xcvb_day_6 = darkvalley\val_smart_terrain_7_4_smart_logic_xcvb.ltx
val_7_4_xcvb_day_7 = darkvalley\val_smart_terrain_7_4_smart_logic_xcvb.ltx
val_7_4_xcvb_day_8 = darkvalley\val_smart_terrain_7_4_smart_logic_xcvb.ltx
val_7_4_xcvb_day_9 = darkvalley\val_smart_terrain_7_4_smart_logic_xcvb.ltx
val_7_4_xcvb_day_10 = darkvalley\val_smart_terrain_7_4_smart_logic_xcvb.ltx
val_7_4_xcvb_night_1 = darkvalley\val_smart_terrain_7_4_smart_logic_xcvb.ltx
val_7_4_xcvb_night_2 = darkvalley\val_smart_terrain_7_4_smart_logic_xcvb.ltx
val_7_4_xcvb_night_3 = darkvalley\val_smart_terrain_7_4_smart_logic_xcvb.ltx
val_7_4_xcvb_night_4 = darkvalley\val_smart_terrain_7_4_smart_logic_xcvb.ltx
val_7_4_xcvb_night_5 = darkvalley\val_smart_terrain_7_4_smart_logic_xcvb.ltx
val_7_4_xcvb_night_6 = darkvalley\val_smart_terrain_7_4_smart_logic_xcvb.ltx
val_7_4_xcvb_night_7 = darkvalley\val_smart_terrain_7_4_smart_logic_xcvb.ltx
val_7_4_xcvb_night_8 = darkvalley\val_smart_terrain_7_4_smart_logic_xcvb.ltx
@@ -0,0 +1,31 @@
![exclusive]
!val_smart_terrain_7_5_camp_work_1 = darkvalley\val_smart_terrain_7_5_smart_logic.ltx
val_7_5_xcvb_day_1 = darkvalley\val_smart_terrain_7_5_smart_logic_xcvb.ltx
val_7_5_xcvb_day_2 = darkvalley\val_smart_terrain_7_5_smart_logic_xcvb.ltx
val_7_5_xcvb_day_3 = darkvalley\val_smart_terrain_7_5_smart_logic_xcvb.ltx
val_7_5_xcvb_day_4 = darkvalley\val_smart_terrain_7_5_smart_logic_xcvb.ltx
val_7_5_xcvb_day_5 = darkvalley\val_smart_terrain_7_5_smart_logic_xcvb.ltx
val_7_5_xcvb_day_6 = darkvalley\val_smart_terrain_7_5_smart_logic_xcvb.ltx
val_7_5_xcvb_day_7 = darkvalley\val_smart_terrain_7_5_smart_logic_xcvb.ltx
val_7_5_xcvb_day_8 = darkvalley\val_smart_terrain_7_5_smart_logic_xcvb.ltx
val_7_5_xcvb_day_9 = darkvalley\val_smart_terrain_7_5_smart_logic_xcvb.ltx
val_7_5_xcvb_day_10 = darkvalley\val_smart_terrain_7_5_smart_logic_xcvb.ltx
val_7_5_xcvb_day_11 = darkvalley\val_smart_terrain_7_5_smart_logic_xcvb.ltx
val_7_5_xcvb_day_12 = darkvalley\val_smart_terrain_7_5_smart_logic_xcvb.ltx
val_7_5_xcvb_day_13 = darkvalley\val_smart_terrain_7_5_smart_logic_xcvb.ltx
val_7_5_xcvb_night_1 = darkvalley\val_smart_terrain_7_5_smart_logic_xcvb.ltx
val_7_5_xcvb_night_2 = darkvalley\val_smart_terrain_7_5_smart_logic_xcvb.ltx
val_7_5_xcvb_night_3 = darkvalley\val_smart_terrain_7_5_smart_logic_xcvb.ltx
val_7_5_xcvb_night_4 = darkvalley\val_smart_terrain_7_5_smart_logic_xcvb.ltx
val_7_5_xcvb_night_5 = darkvalley\val_smart_terrain_7_5_smart_logic_xcvb.ltx
val_7_5_xcvb_night_6 = darkvalley\val_smart_terrain_7_5_smart_logic_xcvb.ltx
val_7_5_xcvb_night_7 = darkvalley\val_smart_terrain_7_5_smart_logic_xcvb.ltx
val_7_5_xcvb_night_8 = darkvalley\val_smart_terrain_7_5_smart_logic_xcvb.ltx
val_7_5_xcvb_night_9 = darkvalley\val_smart_terrain_7_5_smart_logic_xcvb.ltx
val_7_5_xcvb_night_10 = darkvalley\val_smart_terrain_7_5_smart_logic_xcvb.ltx
val_7_5_xcvb_night_11 = darkvalley\val_smart_terrain_7_5_smart_logic_xcvb.ltx
val_7_5_xcvb_night_12 = darkvalley\val_smart_terrain_7_5_smart_logic_xcvb.ltx
val_7_5_xcvb_night_13 = darkvalley\val_smart_terrain_7_5_smart_logic_xcvb.ltx
val_7_5_xcvb_night_14 = darkvalley\val_smart_terrain_7_5_smart_logic_xcvb.ltx
@@ -0,0 +1,340 @@
[beh@general]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
gather_items_enabled = true
help_wounded_enabled = true
corpse_detection_enabled = true
meet = meet@general
wounded = wounded@ignore
use_camp = false
path_end = loop
[beh@combat]:beh@general
wait_anim = patrol
walk_anim = patrol
jog_anim = patrol
run_anim = patrol
sound_idle = state
[beh@campfire]:beh@general
turn_on_campfire = true
sound_idle = state
[beh@sleep]:beh@general
gather_items_enabled = false
corpse_detection_enabled = false
meet = no_meet
[meet@general]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
use = {=actor_enemy} false, {=dist_to_actor_le(3)} true, false
snd_on_use = {!dist_to_actor_le(3)} nil
meet_on_talking = false
[wounded@ignore]
hp_state = 0|wounded_heavy@help_heavy
hp_state_see = 0|wounded_heavy@help_heavy
hp_victim = 0|nil
hp_fight = 0|false
hp_cover = 0|false
; =======================
; ------------- DAY ---------------
; =======================
; ------------- 59
; (guard 1 entrance)
[logic@val_1_2_xcvb_day_1]
active = beh@day_1
suitable = {!surge_started !is_night} true
prior = 59
[beh@day_1]:beh@combat
pt1 = 10000, guard | pos: 115.5, 1.2062, -264.6 look: 108.0466, 0.1698, -258.5728
; (guard 2 entrance)
[logic@val_1_2_xcvb_day_2]
active = beh@day_2
suitable = {!surge_started !is_night} true
prior = 59
[beh@day_2]:beh@combat
pt1 = 10000, guard | pos: 123.2, 1.1342, -250.6 look: 114.8585, 0.1332, -254.4694
; ------------- 58
; (guard 3 entrance roof)
[logic@val_1_2_xcvb_day_3]
active = beh@day_3
suitable = {!surge_started !is_night =guard_has_rifle} true
prior = 58
[beh@day_3]:beh@combat
pt1 = 45000, guard | pos: 133, 6.8266, -256.9 look: 129.7176, 5.8319, -257.1916
pt2 = 20000, binocular | pos: 133, 6.8266, -256.9 look: 129.7176, 5.8319, -257.1916
; (guard 4 entrance sniper)
[logic@val_1_2_xcvb_day_4]
active = beh@day_4
suitable = {!surge_started !is_night =guard_has_sniper_rifle} true
prior = 58
[beh@day_4]:beh@combat
pt1 = 10000, threat_heli | pos: 140, 11.306, -254.1 look: 96.0381, 0.1518, -258.2311
; ------------- 57
; (guard 1 inside 1st floor)
[logic@val_1_2_xcvb_day_5]
active = beh@day_5
suitable = {!surge_started !is_night} true
prior = 57
[beh@day_5]:beh@combat
pt1 = 10000, guard | pos: 142.1, 1.2233, -236.6 look: 130.6209, 0.2332, -238.0685
; (guard 2 inside patrol 1st floor)
[logic@val_1_2_xcvb_day_6]
active = beh@day_6
suitable = {!surge_started !is_night} true
prior = 57
[beh@day_6]:beh@combat
pt1 = 10000, guard | pos: 121.1, 1.2233, -237.3 look: 121.3781, 0.2313, -240.5567
pt2 = 10000, guard | pos: 136.5, 1.2233, -231 look: 122.0666, 0.2284, -238.7048
; (guard 3 inside patrol 1st floor)
[logic@val_1_2_xcvb_day_7]
active = beh@day_7
suitable = {!surge_started !is_night} true
prior = 57
[beh@day_7]:beh@combat
pt1 = 10000, guard | pos: 149.1, 1.2216, -269.5 look: 146.2171, 0.2306, -260.4059
pt2 = 10000, guard | pos: 146.3, 1.2233, -254.8 look: 142.9571, 0.2326, -245.4347
; ------------- 56
; (patrol entrance)
[logic@val_1_2_xcvb_day_8]
active = beh@day_8
suitable = {!surge_started !is_night} true
prior = 56
[beh@day_8]:beh@combat
pt1 = 15000, guard | pos: 119.7, 1.189, -259 look: 111.0584, 0.1829, -258.6175
pt2 = 1, guard | pos: 122.5, 1.1445, -275.8 look: 127.9255, 0.1527, -274.7163
pt3 = 20000, smoking_stand | pos: 163.1, 1.177, -280.7 look: 165.0313, 0.1707, -277.6689
walk_anim = patrol
jog_anim = patrol
run_anim = patrol
; (guard near lab 1)
[logic@val_1_2_xcvb_day_9]
active = beh@day_9
suitable = {!surge_started !is_night} true
prior = 56
[beh@day_9]:beh@combat
pt1 = 15000, guard | pos: 121.8, -1.8427, -271.6 look: 125.7293, -2.8389, -271.5915
pt2 = 15000, guard | pos: 137.2, -1.8427, -271.6 look: 137.2236, -1.0723, -268.4792
; ------------- 55
; (guard near lab 2)
[logic@val_1_2_xcvb_day_10]
active = beh@day_10
suitable = {!surge_started !is_night} true
prior = 55
[beh@day_10]:beh@combat
pt1 = 15000, guard | pos: 121.8, -1.8427, -261.1 look: 123.2966, -2.8411, -267.1996
; (guard 5 inside 2nd floor)
[logic@val_1_2_xcvb_day_11]
active = beh@day_11
suitable = {!surge_started !is_night} true
prior = 55
[beh@day_11]:beh@combat
pt1 = 15000, guard | pos: 160.3, 6.7752, -270.2 look: 155.8888, 5.8291, -261.3734
pt2 = 15000, guard | pos: 153.3, 6.8232, -253.4 look: 152.8476, 4.6396, -256.268
; (guard 4 inside 1st floor)
[logic@val_1_2_xcvb_day_12]
active = beh@day_12
suitable = {!surge_started !is_night} true
prior = 55
[beh@day_12]:beh@combat
pt1 = 15000, ward | pos: 140.7, 1.2233, -256.9 look: 147.1504, 0.2332, -256.4153
; =======================
; ------------ NIGHT -------------
; =======================
; -------------- 59
; (guard 1 entrance)
[logic@val_1_2_xcvb_night_1]
active = beh@night_1
suitable = {!surge_started =is_night} true
prior = 59
[beh@night_1]:beh@combat
pt1 = 10000, guard | pos: 115.5, 1.2062, -264.6 look: 108.0466, 0.1698, -258.5728
; (guard 2 entrance)
[logic@val_1_2_xcvb_night_2]
active = beh@night_2
suitable = {!surge_started =is_night} true
prior = 59
[beh@night_2]:beh@combat
pt1 = 10000, guard | pos: 123.2, 1.1342, -250.6 look: 114.8585, 0.1332, -254.4694
; -------------- 58
; (guard 4 entrance sniper)
[logic@val_1_2_xcvb_night_3]
active = beh@night_3
suitable = {!surge_started =is_night =guard_has_sniper_rifle} true
prior = 58
[beh@night_3]:beh@combat
pt1 = 10000, threat_heli | pos: 140, 11.306, -254.1 look: 96.0381, 0.1518, -258.2311
; -------------- 57
; (guard 3 entrance roof)
[logic@val_1_2_xcvb_night_4]
active = beh@night_4
suitable = {!surge_started =is_night =guard_has_rifle} true
prior = 57
[beh@night_4]:beh@combat
pt1 = 45000, guard | pos: 133, 6.8266, -256.9 look: 129.7176, 5.8319, -257.1916
pt2 = 20000, binocular | pos: 133, 6.8266, -256.9 look: 129.7176, 5.8319, -257.1916
; (sleep 1)
[logic@val_1_2_xcvb_night_5]
active = beh@night_5
suitable = {!surge_started =is_night} true
prior = 57
[beh@night_5]:beh@sleep
pt1 = 20000, sleep | pos: 149.8, 6.8232, -249.9 look: 149.7898, 5.8294, -247.6675
; (sleep 2)
[logic@val_1_2_xcvb_night_6]
active = beh@night_6
suitable = {!surge_started =is_night} true
prior = 57
[beh@night_6]:beh@sleep
pt1 = 20000, lay_on_bed | pos: 149.8, 6.8232, -247.8 look: 149.8125, 5.8324, -245.2467
; -------------- 56
; (sleep 3)
[logic@val_1_2_xcvb_night_7]
active = beh@night_7
suitable = {!surge_started =is_night} true
prior = 56
[beh@night_7]:beh@sleep
pt1 = 20000, drunk_sit_ass | pos: 150.5, 6.8249, -244.3 look: 148.0526, 5.8322, -244.2149
; (guard 4 inside 1st floor)
[logic@val_1_2_xcvb_night_8]
active = beh@night_8
suitable = {!surge_started =is_night} true
prior = 56
[beh@night_8]:beh@combat
pt1 = 10000, guard | pos: 142.1, 1.2233, -236.6 look: 130.6209, 0.2332, -238.0685
; (patrol entrance)
[logic@val_1_2_xcvb_night_9]
active = beh@night_9
suitable = {!surge_started =is_night} true
prior = 56
[beh@night_9]:beh@combat
pt1 = 15000, guard | pos: 119.7, 1.189, -259 look: 111.0584, 0.1829, -258.6175
pt2 = 1, guard | pos: 122.5, 1.1445, -275.8 look: 127.9255, 0.1527, -274.7163
pt3 = 20000, smoking_stand | pos: 163.1, 1.177, -280.7 look: 165.0313, 0.1707, -277.6689
walk_anim = patrol
jog_anim = patrol
run_anim = patrol
; -------------- 55
; (sleep 4)
[logic@val_1_2_xcvb_night_10]
active = beh@night_10
suitable = {!surge_started =is_night} true
prior = 55
[beh@night_10]:beh@sleep
pt1 = 20000, sleep | pos: 148.4, 6.8232, -242.9 look: 150.3808, 5.8323, -242.8687
; (guard near lab 2)
[logic@val_1_2_xcvb_night_11]
active = beh@night_11
suitable = {!surge_started =is_night} true
prior = 55
[beh@night_11]:beh@combat
pt1 = 15000, guard | pos: 121.8, -1.8427, -261.1 look: 123.2966, -2.8411, -267.1996
; -------------- 54
; (sleep 5)
[logic@val_1_2_xcvb_night_12]
active = beh@night_12
suitable = {!surge_started =is_night} true
prior = 54
[beh@night_12]:beh@sleep
pt1 = 25000, sit_ass | pos: 147, 6.8232, -246.4 look: 149.4113, 5.8308, -246.5273
pt2 = 30000, eat_vodka | pos: 147, 6.8232, -246.4 look: 149.4113, 5.8308, -246.5273
pt3 = 25000, smoking_sit | pos: 147, 6.8232, -246.4 look: 149.4113, 5.8308, -246.5273
; (guard 4 inside 1st floor)
[logic@val_1_2_xcvb_night_13]
active = beh@night_13
suitable = {!surge_started =is_night} true
prior = 54
[beh@night_13]:beh@combat
pt1 = 15000, ward | pos: 140.7, 1.2233, -256.9 look: 147.1504, 0.2332, -256.4153
@@ -0,0 +1,296 @@
[beh@general]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
gather_items_enabled = true
help_wounded_enabled = true
corpse_detection_enabled = true
meet = meet@general
wounded = wounded@ignore
use_camp = false
path_end = loop
[beh@combat]:beh@general
wait_anim = patrol
walk_anim = patrol
jog_anim = patrol
run_anim = patrol
sound_idle = state
[beh@campfire]:beh@general
turn_on_campfire = true
sound_idle = state
[beh@sleep]:beh@general
gather_items_enabled = false
corpse_detection_enabled = false
meet = no_meet
[meet@general]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
use = {=actor_enemy} false, {=dist_to_actor_le(3)} true, false
snd_on_use = {!dist_to_actor_le(3)} nil
meet_on_talking = false
[wounded@ignore]
hp_state = 0|wounded_heavy@help_heavy
hp_state_see = 0|wounded_heavy@help_heavy
hp_victim = 0|nil
hp_fight = 0|false
hp_cover = 0|false
; =======================
; ------------- DAY ---------------
; =======================
; ------------- 59
; (guard 1 east)
[logic@val_4_0_xcvb_day_1]
active = beh@day_1
suitable = {!surge_started !is_night} true
prior = 59
[beh@day_1]:beh@combat
pt1 = 10000, guard | pos: -87.5, 1.4017, -475.3 look: -81.9527, 0.2268, -471.1777
; (guard 1 north)
[logic@val_4_0_xcvb_day_2]
active = beh@day_2
suitable = {!surge_started !is_night} true
prior = 59
[beh@day_2]:beh@combat
pt1 = 10000, guard | pos: -117.6, 1.2353, -462.7 look: -121.8063, 0.0057, -454.5933
; ------------- 58
; (patrol north - east)
[logic@val_4_0_xcvb_day_3]
active = beh@day_3
suitable = {!surge_started !is_night} true
prior = 58
[beh@day_3]:beh@combat
pt1 = 10000, guard | pos: -130.2, 1.3777, -463.4 look: -129.9232, 0.1566, -456.7726
pt2 = 10000, guard | pos: -95.2, 1.4017, -471.8 look: -90.4048, 0.3322, -471.186
walk_anim = patrol
jog_anim = patrol
run_anim = patrol
; ------------- 57
; (campfire 1)
[logic@val_4_0_xcvb_day_4]
active = animpoint@day_4
suitable = {!surge_started !is_night} true
prior = 57
[animpoint@day_4]
cover_name = val_smart_terrain_4_0_animpoint_kamp1
use_camp = true
turn_on_campfire = true
; (campfire 2)
[logic@val_4_0_xcvb_day_5]
active = animpoint@day_5
suitable = {!surge_started !is_night} true
prior = 57
[animpoint@day_5]
cover_name = val_smart_terrain_4_0_animpoint_kamp2
use_camp = true
turn_on_campfire = true
; ------------- 56
; (guard 1 east)
[logic@val_4_0_xcvb_day_6]
active = beh@day_6
suitable = {!surge_started !is_night} true
prior = 56
[beh@day_6]:beh@combat
pt1 = 10000, guard | pos: -99.4, 1.2251, -465.5 look: -90.4991, 0.25, -468.0832
; (guard 1 north)
[logic@val_4_0_xcvb_day_7]
active = beh@day_7
suitable = {!surge_started !is_night} true
prior = 56
[beh@day_7]:beh@combat
pt1 = 10000, guard | pos: -123.9, 1.5135, -470.4 look: -128.0343, 0.2202, -459.2881
; ------------- 55
; (campfire 3)
[logic@val_4_0_xcvb_day_8]
active = animpoint@day_8
suitable = {!surge_started !is_night} true
prior = 55
[animpoint@day_8]
cover_name = val_smart_terrain_4_0_animpoint_kamp3
use_camp = true
turn_on_campfire = true
; (campfire 4)
[logic@val_4_0_xcvb_day_9]
active = animpoint@day_9
suitable = {!surge_started !is_night} true
prior = 55
[animpoint@day_9]
cover_name = val_smart_terrain_4_0_animpoint_kamp4
use_camp = true
turn_on_campfire = true
; (campfire 5)
[logic@val_4_0_xcvb_day_10]
active = animpoint@day_10
suitable = {!surge_started !is_night} true
prior = 55
[animpoint@day_10]
cover_name = val_smart_terrain_4_0_animpoint_kamp5
use_camp = true
turn_on_campfire = true
; =======================
; ------------ NIGHT -------------
; =======================
; ------------- 59
; (guard 1 east)
[logic@val_4_0_xcvb_night_1]
active = beh@night_1
suitable = {!surge_started =is_night} true
prior = 59
[beh@night_1]:beh@combat
pt1 = 10000, guard | pos: -87.5, 1.4017, -475.3 look: -81.9527, 0.2268, -471.1777
; (guard 1 north)
[logic@val_4_0_xcvb_night_2]
active = beh@night_2
suitable = {!surge_started =is_night} true
prior = 59
[beh@night_2]:beh@combat
pt1 = 10000, guard | pos: -117.6, 1.2353, -462.7 look: -121.8063, 0.0057, -454.5933
; ------------- 58
; (campfire 1)
[logic@val_4_0_xcvb_night_3]
active = animpoint@night_3
suitable = {!surge_started =is_night} true
prior = 58
[animpoint@night_3]
cover_name = val_smart_terrain_4_0_animpoint_kamp1
use_camp = true
turn_on_campfire = true
; (campfire 2)
[logic@val_4_0_xcvb_night_4]
active = animpoint@night_4
suitable = {!surge_started =is_night} true
prior = 58
[animpoint@night_4]
cover_name = val_smart_terrain_4_0_animpoint_kamp2
use_camp = true
turn_on_campfire = true
; ------------- 57
; (patrol north - east)
[logic@val_4_0_xcvb_night_5]
active = beh@night_5
suitable = {!surge_started =is_night} true
prior = 57
[beh@night_5]:beh@combat
pt1 = 10000, guard | pos: -130.2, 1.3777, -463.4 look: -129.9232, 0.1566, -456.7726
pt2 = 10000, guard | pos: -95.2, 1.4017, -471.8 look: -90.4048, 0.3322, -471.186
walk_anim = patrol
jog_anim = patrol
run_anim = patrol
; ------------- 56
; (campfire 2)
[logic@val_4_0_xcvb_night_6]
active = animpoint@night_6
suitable = {!surge_started =is_night} true
prior = 56
[animpoint@night_6]
cover_name = val_smart_terrain_4_0_animpoint_kamp3
use_camp = true
turn_on_campfire = true
; (sleep 1)
[logic@val_4_0_xcvb_night_7]
active = beh@night_7
suitable = {!surge_started =is_night} true
prior = 56
[beh@night_7]:beh@sleep
pt1 = 10000, sleep | pos: -128.1, 2.0348, -504.7 look: -127.9521, 0.9113, -501.8723
; (sleep 2)
[logic@val_4_0_xcvb_night_8]
active = beh@night_8
suitable = {!surge_started =is_night} true
prior = 56
[beh@night_8]:beh@sleep
pt1 = 10000, sleep | pos: -128.1, 1.949, -506.1 look: -128.6703, 0.9483, -508.412
; ------------- 55
; (guard 1 east)
[logic@val_4_0_xcvb_night_9]
active = beh@night_9
suitable = {!surge_started =is_night} true
prior = 55
[beh@night_9]:beh@combat
pt1 = 10000, guard | pos: -99.4, 1.2251, -465.5 look: -90.4991, 0.25, -468.0832
; (guard 1 north)
[logic@val_4_0_xcvb_night_10]
active = beh@night_10
suitable = {!surge_started =is_night} true
prior = 55
[beh@night_10]:beh@combat
pt1 = 10000, guard | pos: -123.9, 1.5135, -470.4 look: -128.0343, 0.2202, -459.2881
@@ -0,0 +1,504 @@
[beh@general]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
gather_items_enabled = true
help_wounded_enabled = true
corpse_detection_enabled = true
meet = meet@general
wounded = wounded@ignore
use_camp = false
path_end = loop
[beh@combat]:beh@general
wait_anim = patrol
walk_anim = patrol
jog_anim = patrol
run_anim = patrol
sound_idle = state
[beh@campfire]:beh@general
turn_on_campfire = true
sound_idle = state
[beh@sleep]:beh@general
gather_items_enabled = false
corpse_detection_enabled = false
meet = no_meet
[meet@general]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
use = {=actor_enemy} false, {=dist_to_actor_le(3)} true, false
snd_on_use = {!dist_to_actor_le(3)} nil
meet_on_talking = false
[wounded@ignore]
hp_state = 0|wounded_heavy@help_heavy
hp_state_see = 0|wounded_heavy@help_heavy
hp_victim = 0|nil
hp_fight = 0|false
hp_cover = 0|false
; =======================
; ------------- DAY ---------------
; =======================
; ------------- 59
; guard west 1
[logic@val_7_3_xcvb_day_1]
active = beh@day_1
suitable = {!surge_started !is_night} true
prior = 59
[beh@day_1]:beh@combat
pt1 = 1000, guard | pos: -56, 1.1513, -0.7 look: -60.1147, -0.3102, -4.0266
pt2 = 1000, guard | pos: -56.7, 0.9644, -9.1 look: -58.678, -0.3528, -11.6798
; guard east 1
[logic@val_7_3_xcvb_day_2]
active = beh@day_2
suitable = {!surge_started !is_night} true
prior = 59
[beh@day_2]:beh@combat
pt1 = 20000, guard | pos: 41.3, 1.0673, 23.1 look: 46.3935, 0.0872, 18.585
; -------------- 58
; guard 3 west
[logic@val_7_3_xcvb_day_3]
active = beh@day_3
suitable = {!surge_started !is_night} true
prior = 58
[beh@day_3]:beh@combat
pt1 = 90000, guard | pos: -50.4, 4.7712, -5.6 look: -50.9252, 3.7768, -6.1791
pt2 = 30000, smoking_stand | pos: -50.4, 0.877, -5.6 look: -54.2037, 0.0859, -5.8202
; guard 3 east
[logic@val_7_3_xcvb_day_4]
active = beh@day_4
suitable = {!surge_started !is_night} true
prior = 58
[beh@day_4]:beh@combat
pt1 = 10000, guard | pos: 53.9, 0.9233, 11.2 look: 57.6104, -0.0253, 9.4196
pt2 = 10000, guard | pos: 24.5, 0.9078, 21.7 look: 30.0582, -0.1503, 20.7151
; -------------- 57
; patrol 1 center
[logic@val_7_3_xcvb_day_5]
active = beh@day_5
suitable = {!surge_started !is_night} true
prior = 57
[beh@day_5]:beh@combat
pt1 = 1, guard | pos: -23.8, 0.9798, -9.1 look: -26.805, -0.2025, -8.4959
pt2 = 1, guard | pos: -9.1, 1.0004, 20.3 look: -6.9159, -0.0568, 15.0597
; patrol 3 center between buildings
[logic@val_7_3_xcvb_day_6]
active = beh@day_6
suitable = {!surge_started !is_night} true
prior = 57
[beh@day_6]:beh@combat
pt1 = 20000, guard | pos: 29.4, 1.1102, -16.8 look: 29.6352, 0.1352, -12.7022
pt2 = 20000, guard | pos: 22.4, 1.1582, -49 look: 12.9317, 0.0949, -54.5497
; guard 2 east
[logic@val_7_3_xcvb_day_7]
active = beh@day_7
suitable = {!surge_started !is_night =guard_has_sniper_rifle} true
prior = 57
[beh@day_7]:beh@combat
pt1 = 10000, threat_heli | pos: -49.7, 10.1821, -24.5 look: -51.0105, 9.19, -26.8456
; -------------- 56
; angar-bar patrol
[logic@val_7_3_xcvb_day_8]
active = beh@day_8
suitable = {!surge_started !is_night} true
prior = 56
[beh@day_8]:beh@combat
pt1 = 25000, guard | pos: 4.9, 1.0742, 24.5 look: 6.6153, -0.0478, 19.102
pt2 = 500, guard | pos: 7, 1.0862, 35 look: 7.377, 0.0938, 35
pt3 = 20000, smoking_stand | pos: 30.8, 1.0279, 38.5 look: 33.3233, 0.0361, 34.296
pt4 = 500, guard | pos: 7, 1.0862, 35 look: 7.377, 0.0938, 35
; bar idle
[logic@val_7_3_xcvb_day_9]
active = beh@day_9
suitable = {!surge_started !is_night} true
prior = 56
[beh@day_9]:beh@campfire
pt1 = 20000, drunk_stand_table_2 | pos: 42, 1.0279, 38.5 look: 42.0178, 0.0331, 41.0424
; bar campfire
[logic@val_7_3_xcvb_day_10]
active = beh@day_10
suitable = {!surge_started !is_night} true
prior = 56
[beh@day_10]:beh@campfire
pt1 = 10000, sit | pos: 36.4, 1.0279, 30.8 look: 32.8234, 0.0344, 31.1398
pt2 = 25000, roast_kolbasa_bred | pos: 36.4, 1.0279, 30.8 look: 32.8234, 0.0344, 31.1398
pt3 = 15000, sit | pos: 36.4, 1.0279, 30.8 look: 32.8234, 0.0344, 31.1398
pt4 = 20000, eat_energy | pos: 36.4, 1.0279, 30.8 look: 32.8234, 0.0344, 31.1398
; -------------- 55
; guard 2 center (near 7_4)
[logic@val_7_3_xcvb_day_11]
active = beh@day_11
suitable = {!surge_started !is_night} true
prior = 54
[beh@day_11]:beh@combat
pt1 = 15000, guard | pos: 7, 2.1668, -14.7 look: 8.0085, 1.2347, -10.945
pt2 = 15000, guard | pos: 1.4, 2.1668, -14.7 look: -0.2501, 1.2367, -12.2825
; -------------- 54
; angar idle near mechanic
[logic@val_7_3_xcvb_day_12]
active = beh@day_12
suitable = {!surge_started !is_night} true
prior = 54
[beh@day_12]:beh@campfire
pt1 = 5000, wait | pos: -2.8, 1.0879, 39.2 look: 0.4662, 0.0914, 40.7383
pt2 = 5000, search | pos: -2.8, 1.0879, 39.2 look: 0.4662, 0.0914, 40.7383
pt3 = 5000, fold_arms | pos: -2.8, 1.0879, 39.2 look: 0.4662, 0.0914, 40.7383
pt4 = 5000, search | pos: -2.8, 1.0879, 39.2 look: 0.4662, 0.0914, 40.7383
pt5 = 5000, wait | pos: -2.8, 1.0879, 39.2 look: 0.4662, 0.0914, 40.7383
pt6 = 10000, light_campfire | pos: -2.8, 1.0879, 39.2 look: 0.4662, 0.0914, 40.7383
; bar campfire 2
[logic@val_7_3_xcvb_day_13]
active = beh@day_13
suitable = {!surge_started !is_night} true
prior = 56
[beh@day_13]:beh@campfire
pt1 = 90000, sit_ass | pos: 33.6, 1.0279, 32.9 look: 35.9394, 0.0366, 29.4277
pt2 = 30000, sit_ass_drink_vodka | pos: 33.6, 1.0279, 32.9 look: 35.9394, 0.0366, 29.4277
pt3 = 25000, eat_kolbasa | pos: 33.6, 1.0279, 32.9 look: 35.9394, 0.0366, 29.4277
pt4 = 20000, smoking_sit | pos: 33.6, 1.0279, 32.9 look: 35.9394, 0.0366, 29.4277
; -------------- 53
; guard 2 west
[logic@val_7_3_xcvb_day_14]
active = beh@day_14
suitable = {!surge_started !is_night} true
prior = 53
[beh@day_14]:beh@combat
pt1 = 10000, guard | pos: 43.4, 1.0604, 7 look: 50.4105, -0.0731, 10.1287
; guard 4 center (smoking pt2)
[logic@val_7_3_xcvb_day_15]
active = beh@day_15
suitable = {!surge_started !is_night} true
prior = 53
[beh@day_15]:beh@combat
pt1 = 50000, guard | pos: 28, 4.584, 3.5 look: 26.9362, 3.4816, 3.4061
pt2 = 25000, smoking_stand | pos: 26.6, 1.3279, 1.4 look: 22.2241, 0.0802, 1.99
; -------------- 52
; angar guard
[logic@val_7_3_xcvb_day_16]
active = beh@day_16
suitable = {!surge_started !is_night} true
prior = 52
[beh@day_16]:beh@combat
pt1 = 10000, guard | pos: -13.3, 1.1359, 42.7 look: -13.5928, 0.2158, 40.2821
; bar campfire 3
[logic@val_7_3_xcvb_day_17]
active = beh@day_17
suitable = {!surge_started !is_night} true
prior = 52
[beh@day_17]:beh@campfire
pt1 = 25000, use_pda | pos: 33.6, 1.0279, 29.4 look: 35.9111, 0.035, 32.3919
pt2 = 50000, sit_ass | pos: 33.6, 1.0279, 29.4 look: 35.9111, 0.035, 32.3919
pt3 = 15000, eat_vodka | pos: 33.6, 1.0279, 29.4 look: 35.9111, 0.035, 32.3919
; -------------- 51
; angar campfire 1
[logic@val_7_3_xcvb_day_18]
active = beh@day_18
suitable = {!surge_started !is_night} true
prior = 51
[beh@day_18]:beh@campfire
pt1 = 70000, sit_ass | pos: 2.1, 1.129, 32.2 look: -2.2606, 0.0936, 33.0653
pt2 = 35000, smoking_sit | pos: 2.1, 1.129, 32.2 look: -2.2606, 0.0936, 33.0653
; angar campfire 2
[logic@val_7_3_xcvb_day_19]
active = beh@day_19
suitable = {!surge_started !is_night} true
prior = 51
[beh@day_19]:beh@campfire
pt1 = 10000, drunk_sit_ass | pos: 0, 1.3108, 35 look: -0.3167, 0.0929, 33.5636
; angar campfire 3
[logic@val_7_3_xcvb_day_20]
active = beh@day_20
suitable = {!surge_started !is_night} true
prior = 51
[beh@day_20]:beh@campfire
pt1 = 60000, sit_ass | pos: -1.4, 1.1616, 30.1 look: -0.7072, 0.0899, 31.3131
pt2 = 20000, roast_kolbasa_bred | pos: -1.4, 1.1616, 30.1 look: -0.7072, 0.0899, 31.3131
pt3 = 15000, eat_vodka | pos: -1.4, 1.1616, 30.1 look: -0.7072, 0.0899, 31.3131
; =======================
; ------------ NIGHT -------------
; =======================
; -------------- 59
; guard west 1
[logic@val_7_3_xcvb_night_1]
active = beh@night_1
suitable = {!surge_started =is_night} true
prior = 59
[beh@night_1]:beh@combat
pt1 = 1000, guard | pos: -56, 1.1513, -0.7 look: -60.1147, -0.3102, -4.0266
pt2 = 1000, guard | pos: -56.7, 0.9644, -9.1 look: -58.678, -0.3528, -11.6798
; guard east 1
[logic@val_7_3_xcvb_night_2]
active = beh@night_2
suitable = {!surge_started =is_night} true
prior = 59
[beh@night_2]:beh@combat
pt1 = 20000, guard | pos: 41.3, 1.0673, 23.1 look: 46.3935, 0.0872, 18.585
; -------------- 58
; guard 3 west
[logic@val_7_3_xcvb_night_3]
active = beh@night_3
suitable = {!surge_started =is_night} true
prior = 58
[beh@night_3]:beh@combat
pt1 = 90000, guard | pos: -50.4, 4.7712, -5.6 look: -50.9252, 3.7768, -6.1791
pt2 = 30000, smoking_stand | pos: -50.4, 0.877, -5.6 look: -54.2037, 0.0859, -5.8202
; guard 3 east
[logic@val_7_3_xcvb_night_4]
active = beh@night_4
suitable = {!surge_started =is_night} true
prior = 58
[beh@night_4]:beh@combat
pt1 = 10000, guard | pos: 53.9, 0.9233, 11.2 look: 57.6104, -0.0253, 9.4196
pt2 = 10000, guard | pos: 24.5, 0.9078, 21.7 look: 30.0582, -0.1503, 20.7151
; -------------- 57
; sleep 1
[logic@val_7_3_xcvb_night_5]
active = beh@night_5
suitable = {!surge_started =is_night} true
prior = 57
[beh@night_5]:beh@sleep
pt1 = 90000, sleep | pos: 13.3, 1.1736, 43.4 look: 13.5272, 0.0869, 41.2141
; sleep 2
[logic@val_7_3_xcvb_night_6]
active = beh@night_6
suitable = {!surge_started =is_night} true
prior = 57
[beh@night_6]:beh@sleep
pt1 = 90000, lay_on_bed | pos: 9.8, 1.1719, 42 look: 12.6333, 0.0849, 42.2006
; sleep 3
[logic@val_7_3_xcvb_night_7]
active = beh@night_7
suitable = {!surge_started =is_night} true
prior = 57
[beh@night_7]:beh@sleep
pt1 = 90000, sleep | pos: 13.3, 1.1702, 39.2 look: 12.9014, 0.0867, 42.5306
; -------------- 56
; guard 2 center (near 7_4)
[logic@val_7_3_xcvb_night_8]
active = beh@night_8
suitable = {!surge_started =is_night} true
prior = 56
[beh@night_8]:beh@combat
pt1 = 15000, guard | pos: 7, 2.1668, -14.7 look: 8.0085, 1.2347, -10.945
pt2 = 15000, guard | pos: 1.4, 2.1668, -14.7 look: -0.2501, 1.2367, -12.2825
; angar guard
[logic@val_7_3_xcvb_night_9]
active = beh@night_9
suitable = {!surge_started =is_night} true
prior = 56
[beh@night_9]:beh@campfire
pt1 = 10000, eat_vodka | pos: -13.3, 1.1359, 42.7 look: -13.5928, 0.2158, 40.2821
; -------------- 55
; angar-bar patrol
[logic@val_7_3_xcvb_night_10]
active = beh@night_10
suitable = {!surge_started =is_night} true
prior = 55
[beh@night_10]:beh@combat
pt1 = 25000, guard | pos: 4.9, 1.0742, 24.5 look: 6.6153, -0.0478, 19.102
pt2 = 500, guard | pos: 7, 1.0862, 35 look: 7.377, 0.0938, 35
pt3 = 20000, smoking_stand | pos: 30.8, 1.0279, 38.5 look: 33.3233, 0.0361, 34.296
pt4 = 500, guard | pos: 7, 1.0862, 35 look: 7.377, 0.0938, 35
; sleep 4
[logic@val_7_3_xcvb_night_11]
active = beh@night_11
suitable = {!surge_started =is_night} true
prior = 55
[beh@night_11]:beh@sleep
pt1 = 90000, sleep | pos: 17.5, 1.1685, 26.6 look: 17.9143, 0.1574, 31.1067
; -------------- 54
; patrol 3 center between buildings
[logic@val_7_3_xcvb_night_12]
active = beh@night_12
suitable = {!surge_started =is_night} true
prior = 54
[beh@night_12]:beh@combat
pt1 = 20000, guard | pos: 29.4, 1.1102, -16.8 look: 29.6352, 0.1352, -12.7022
pt2 = 20000, guard | pos: 22.4, 1.1582, -49 look: 12.9317, 0.0949, -54.5497
; angar campfire 1
[logic@val_7_3_xcvb_night_13]
active = beh@night_13
suitable = {!surge_started =is_night} true
prior = 54
[beh@night_13]:beh@campfire
pt1 = 70000, sit_ass | pos: 2.1, 1.129, 32.2 look: -2.2606, 0.0936, 33.0653
pt2 = 35000, smoking_sit | pos: 2.1, 1.129, 32.2 look: -2.2606, 0.0936, 33.0653
; angar campfire 2
[logic@val_7_3_xcvb_night_14]
active = beh@night_14
suitable = {!surge_started =is_night} true
prior = 54
[beh@night_14]:beh@campfire
pt1 = 10000, drunk_sit_ass | pos: 0, 1.3108, 35 look: -0.3167, 0.0929, 33.5636
; -------------- 53
; patrol 1 center
[logic@val_7_3_xcvb_night_15]
active = beh@night_15
suitable = {!surge_started =is_night} true
prior = 53
[beh@night_15]:beh@combat
pt1 = 1, guard | pos: -23.8, 0.9798, -9.1 look: -26.805, -0.2025, -8.4959
pt2 = 1, guard | pos: -9.1, 1.0004, 20.3 look: -6.9159, -0.0568, 15.0597
; guard 2 east
[logic@val_7_3_xcvb_night_16]
active = beh@night_16
suitable = {!surge_started =is_night =guard_has_sniper_rifle} true
prior = 53
[beh@night_16]:beh@combat
pt1 = 10000, threat_heli | pos: -49.7, 10.1821, -24.5 look: -51.0105, 9.19, -26.8456
; -------------- 52
; sleep 5
[logic@val_7_3_xcvb_night_17]
active = beh@night_17
suitable = {!surge_started =is_night} true
prior = 52
[beh@night_17]:beh@sleep
pt1 = 90000, drunk_sit_ass | pos: 25.9, 6.2106, 38.5 look: 25.933, 5.2185, 36.2269
; sleep 6
[logic@val_7_3_xcvb_night_18]
active = beh@night_18
suitable = {!surge_started =is_night} true
prior = 52
[beh@night_18]:beh@sleep
pt1 = 90000, sleep | pos: 25.9, 6.2106, 31.5 look: 25.606, 5.1232, 33.32
; -------------- 51
; guard 2 west
[logic@val_7_3_xcvb_night_19]
active = beh@night_19
suitable = {!surge_started =is_night} true
prior = 51
[beh@night_19]:beh@combat
pt1 = 10000, guard | pos: -49.7, 10.1821, -24.5 look: -51.0105, 9.19, -26.8456
@@ -0,0 +1,278 @@
[beh@general]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
gather_items_enabled = true
help_wounded_enabled = true
corpse_detection_enabled = true
meet = meet@general
wounded = wounded@ignore
use_camp = false
path_end = loop
[beh@combat]:beh@general
wait_anim = patrol
walk_anim = patrol
jog_anim = patrol
run_anim = patrol
sound_idle = state
[beh@campfire]:beh@general
turn_on_campfire = true
sound_idle = state
[beh@sleep]:beh@general
gather_items_enabled = false
corpse_detection_enabled = false
meet = no_meet
[meet@general]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
use = {=actor_enemy} false, {=dist_to_actor_le(3)} true, false
snd_on_use = {!dist_to_actor_le(3)} nil
meet_on_talking = false
[wounded@ignore]
hp_state = 0|wounded_heavy@help_heavy
hp_state_see = 0|wounded_heavy@help_heavy
hp_victim = 0|nil
hp_fight = 0|false
hp_cover = 0|false
; =======================
; ------------- DAY ---------------
; =======================
; ------------- 59
; (patrol 2nd floor east)
[logic@val_7_4_xcvb_day_1]
active = beh@day_1
suitable = {!surge_started !is_night} true
prior = 59
[beh@day_1]:beh@combat
pt1 = 10000, guard | pos: 18.9, 7.1884, -37.8 look: 17.9875, 6.1933, -34.2163
pt2 = 25000, fold_arms | pos: 13.3, 7.1884, -25.2 look: 7.6595, 6.3249, -24.2194
; (patrol 2-3 floor, bricks)
[logic@val_7_4_xcvb_day_2]
active = beh@day_2
suitable = {!surge_started !is_night} true
prior = 59
[beh@day_2]:beh@combat
pt1 = 10000, guard | pos: 40.6, 5.5415, -35 look: 40.6097, 4.5426, -30.6688
pt2 = 5000, guard | pos: 35.7, 7.173, -21 look: 32.2915, 6.1768, -20.9101
pt3 = 10000, guard | pos: 40.6, 9.062, -33.6 look: 40.6026, 8.0628, -30.5499
pt4 = 5000, guard | pos: 35.7, 7.173, -21 look: 32.2915, 6.1768, -20.9101
; ------------- 58
; (patrol 1 floor, bricks)
[logic@val_7_4_xcvb_day_3]
active = beh@day_3
suitable = {!surge_started !is_night} true
prior = 58
[beh@day_3]:beh@combat
pt1 = 10000, guard | pos: 44.8, 2.0211, -40.6 look: 44.4606, 1.0193, -37.1563
pt2 = 10000, guard | pos: 41.3, 1.8942, -18.2 look: 38.2806, 1.5332, -19.6407
; (idle first floor boxes center)
[logic@val_7_4_xcvb_day_4]
active = beh@day_4
suitable = {!surge_started !is_night} true
prior = 58
[beh@day_4]:beh@campfire
pt1 = 5000, search | pos: 10.5, 2.2303, -29.4 look: 10.5709, 2.1531, -31.2934
pt2 = 5000, search | pos: 10.5, 2.2303, -29.4 look: 10.5709, 2.1531, -31.2934
pt3 = 5000, search | pos: 10.5, 2.2303, -29.4 look: 10.5709, 2.1531, -31.2934
; ------------- 57
; (patrol 2nd floor west)
[logic@val_7_4_xcvb_day_5]
active = beh@day_5
suitable = {!surge_started !is_night =guard_has_rifle} true
prior = 57
[beh@day_5]:beh@combat
pt1 = 20000, smoking_stand | pos: -5.6, 7.2296, -23.1 look: -6.5271, 7.2284, -22.5103
pt2 = 30000, guard | pos: 0, 2.2303, -39.2 look: 2.19, 1.2299, -27.6176
pt3 = 20000, guard | pos: -5.6, 7.2296, -23.1 look: -6.5271, 7.2284, -22.5103
pt4 = 30000, guard | pos: 0, 2.2303, -39.2 look: 2.19, 1.2299, -27.6176
; (idle first floor boxes west)
[logic@val_7_4_xcvb_day_6]
active = beh@day_6
suitable = {!surge_started !is_night} true
prior = 57
[beh@day_6]:beh@campfire
pt1 = 5000, search | pos: -2.8, 2.2286, -28 look: -3.152, 2.2161, -26.7969
pt2 = 5000, search | pos: -2.8, 2.2286, -28 look: -3.152, 2.2161, -26.7969
pt4 = 5000, light_campfire | pos: -2.8, 2.2286, -28 look: -3.152, 2.2161, -26.7969
; ------------- 56
; (sniper transition)
[logic@val_7_4_xcvb_day_7]
active = beh@day_7
suitable = {!surge_started !is_night =guard_has_rifle} true
prior = 56
[beh@day_7]:beh@combat
pt1 = 10000, guard | pos: 34.3, 7.1747, -19.6 look: 32.4774, 7.3271, -17.9982
; (campfire 1)
[logic@val_7_4_xcvb_day_8]
active = beh@day_8
suitable = {!surge_started !is_night} true
prior = 56
[beh@day_8]:beh@campfire
pt1 = 15000, smoking_sit | pos: 47.6, 9.062, -32.2 look: 45.2142, 8.0628, -29.6399
pt2 = 40000, sit_ass | pos: 47.6, 9.062, -32.2 look: 45.2142, 8.0628, -29.6399
pt3 = 20000, eat_vodka | pos: 47.6, 9.062, -32.2 look: 45.2142, 8.0628, -29.6399
; (campfire 2)
[logic@val_7_4_xcvb_day_9]
active = beh@day_9
suitable = {!surge_started !is_night} true
prior = 56
[beh@day_9]:beh@campfire
pt1 = 25000, use_pda | pos: 46.2, 9.062, -29.4 look: 46.4624, 8.0628, -33.097
pt2 = 35000, sit | pos: 47.6, 9.062, -32.2 look: 45.2142, 8.0628, -29.6399
pt3 = 25000, roast_kolbasa | pos: 47.6, 9.062, -32.2 look: 45.2142, 8.0628, -29.6399
; ------------- 55
; (idle second floor boxes)
[logic@val_7_4_xcvb_day_10]
active = beh@day_10
suitable = {!surge_started !is_night} true
prior = 55
[beh@day_10]:beh@campfire
pt1 = 5000, search | pos: 18.2, 7.1884, -18.2 look: 19.7841, 7.1048, -18.0254
pt2 = 10000, wait | pos: 18.2, 7.1884, -18.2 look: 19.7841, 7.1048, -18.0254
pt3 = 5000, search | pos: 18.2, 7.1884, -18.2 look: 19.7841, 7.1048, -18.0254
; =======================
; ------------ NIGHT -------------
; =======================
; ------------- 59
; (patrol 1-2-3 floor, bricks night)
[logic@val_7_4_xcvb_night_1]
active = beh@night_1
suitable = {!surge_started =is_night} true
prior = 59
[beh@night_1]:beh@combat
pt1 = 10000, guard | pos: 39.9, 8.9351, -21.7 look: 35.3004, 6.1734, -21.6103
pt2 = 1, guard | pos: 40.6, 5.4129, -21.7 look: 40.8253, 4.4948, -24.113
pt3 = 1, guard | pos: 44.8, 5.5415, -35 look: 44.8916, 4.5424, -37.6066
pt4 = 1, guard | pos: 39.9, 3.7811, -39.9 look: 44.0205, 1.008, -39.6332
pt5 = 1, guard | pos: 44.8, 2.0211, -31.5 look: 40.253, 1.0222, -31.396
pt6 = 1, guard | pos: 40.6, 1.8942, -21 look: 39.0443, 0.9692, -19.7583
pt7 = 1, guard | pos: 40.6, 5.4129, -20.3 look: 37.5244, 5.6003, -19.7376
; ------------- 58
[logic@val_7_4_xcvb_night_2]
active = beh@night_2
suitable = {!surge_started =is_night} true
prior = 58
[beh@night_2]:beh@sleep
pt1 = 10000, drunk_sit_ass | pos: 47.6, 9.062, -32.2 look: 45.2142, 8.0628, -29.6399
[logic@val_7_4_xcvb_night_3]
active = beh@night_3
suitable = {!surge_started =is_night} true
prior = 58
[beh@night_3]:beh@campfire
pt1 = 15000, sit_ass | pos: 46.2, 9.062, -29.4 look: 46.4624, 8.0628, -33.097
pt2 = 30000, use_pda | pos: 46.2, 9.062, -29.4 look: 46.4624, 8.0628, -33.097
pt3 = 20000, eat_vodka | pos: 46.2, 9.062, -29.4 look: 46.4624, 8.0628, -33.097
; ------------- 57
; (patrol 2nd floor east)
[logic@val_7_4_xcvb_night_4]
active = beh@night_4
suitable = {!surge_started =is_night} true
prior = 57
[beh@night_4]:beh@combat
pt1 = 25000, smoking_stand | pos: 18.9, 7.1884, -37.8 look: 17.9875, 6.1933, -34.2163
pt2 = 60000, smoking_stand | pos: 13.3, 7.1884, -25.2 look: 7.6595, 6.3249, -24.2194
; ------------- 56
; (sleep 1)
[logic@val_7_4_xcvb_night_5]
active = beh@night_5
suitable = {!surge_started =is_night} true
prior = 56
[beh@night_5]:beh@sleep
pt1 = 15000, sleep | pos: 44.8, 9.1529, -27.3 look: 46.8293, 8.0623, -26.3215
; (sleep 2)
[logic@val_7_4_xcvb_night_6]
active = beh@night_6
suitable = {!surge_started =is_night} true
prior = 56
[beh@night_6]:beh@sleep
pt1 = 15000, sleep | pos: 33.6, 5.6256, -35.7 look: 33.4958, 4.5394, -32.5734
; ------------- 55
; (sleep 3)
[logic@val_7_4_xcvb_night_7]
active = beh@night_7
suitable = {!surge_started =is_night} true
prior = 55
[beh@night_7]:beh@sleep
pt1 = 15000, lay_on_bed | pos: 36.4, 5.6273, -35 look: 34.2052, 4.5384, -32.1604
; (patrol 2nd floor west)
[logic@val_7_4_xcvb_night_8]
active = beh@night_8
suitable = {!surge_started =is_night =guard_has_rifle} true
prior = 55
[beh@night_8]:beh@combat
pt1 = 20000, smoking_stand | pos: -5.6, 7.2296, -23.1 look: -6.5271, 7.2284, -22.5103
pt2 = 30000, guard | pos: 0, 2.2303, -39.2 look: 2.19, 1.2299, -27.6176
pt3 = 20000, guard | pos: -5.6, 7.2296, -23.1 look: -6.5271, 7.2284, -22.5103
pt4 = 30000, guard | pos: 0, 2.2303, -39.2 look: 2.19, 1.2299, -27.6176
@@ -0,0 +1,390 @@
[beh@general]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
gather_items_enabled = true
help_wounded_enabled = true
corpse_detection_enabled = true
meet = meet@general
wounded = wounded@ignore
use_camp = false
path_end = loop
[beh@combat]:beh@general
wait_anim = patrol
walk_anim = patrol
jog_anim = patrol
run_anim = patrol
sound_idle = state
[beh@campfire]:beh@general
turn_on_campfire = true
sound_idle = state
[beh@sleep]:beh@general
gather_items_enabled = false
corpse_detection_enabled = false
meet = no_meet
[meet@general]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
use = {=actor_enemy} false, {=dist_to_actor_le(3)} true, false
snd_on_use = {!dist_to_actor_le(3)} nil
meet_on_talking = false
[wounded@ignore]
hp_state = 0|wounded_heavy@help_heavy
hp_state_see = 0|wounded_heavy@help_heavy
hp_victim = 0|nil
hp_fight = 0|false
hp_cover = 0|false
; =======================
; ------------- DAY ---------------
; =======================
; ------------- 59
; (guard 1 entrance gates)
[logic@val_7_5_xcvb_day_1]
active = beh@day_1
suitable = {!surge_started !is_night} true
prior = 59
[beh@day_1]:beh@combat
pt1 = 10000, guard | pos: 38.5, 1.0673, -94.5 look: 48.49, 0.0511, -98.4438
; ------------- 58
; (guard 3 entrance patrol)
[logic@val_7_5_xcvb_day_2]
active = beh@day_2
suitable = {!surge_started !is_night} true
prior = 58
[beh@day_2]:beh@combat
pt1 = 10000, guard | pos: 26.6, 1.0742, -94.5 look: 34.9455, 0.0623, -94.3981
pt2 = 1, guard | pos: 2.8, 1.0793, -86.8 look: 2.5044, 0.0768, -81.0747
pt3 = 1, guard | pos: 3.5, 1.0844, -65.1 look: 2.8256, 0.0834, -72.3864
pt4 = 1, guard | pos: 2.8, 1.0793, -86.8 look: 5.2145, 0.0755, -89.1084
; ------------- 57
; (guard 1 near sultan)
[logic@val_7_5_xcvb_day_3]
active = beh@day_3
suitable = {!surge_started !is_night} true
prior = 57
[beh@day_3]:beh@combat
pt1 = 10000, fold_arms | pos: 33.6, 5.5415, -84.7 look: 27.5041, 4.5403, -83.6863
pt2 = 35000, guard | pos: 33.6, 5.5415, -84.7 look: 27.5041, 4.5403, -83.6863
; (patrol 1st and 2nd floor bricks)
[logic@val_7_5_xcvb_day_4]
active = beh@day_4
suitable = {!surge_started !is_night} true
prior = 57
[beh@day_4]:beh@combat
pt1 = 15000, guard | pos: 39.9, 1.3811, -63.7 look: 39.4586, 0.3792, -66.9552
pt2 = 1, guard | pos: 41.3, 2.0211, -45.5 look: 43.648, 1.0226, -44.1519
pt3 = 15000, guard | pos: 41.3, 5.5415, -48.3 look: 41.1554, 4.5376, -51.5618
pt4 = 1, guard | pos: 43.4, 2.0211, -41.3 look: 43.8265, 1.0227, -44.1379
; (sniper)
[logic@val_7_5_xcvb_day_5]
active = beh@day_5
suitable = {!surge_started !is_night =guard_has_sniper_rifle} true
prior = 57
[beh@day_5]:beh@combat
pt1 = 15000, threat_heli | pos: 37.1, 12.1843, -100.8 look: 38.2861, 11.1736, -102.5673
pt2 = 15000, threat_heli | pos: 38.5, 12.1843, -100.8 look: 36.4816, 11.1827, -102.7078
; ------------- 56
; (guard 2 entrance)
[logic@val_7_5_xcvb_day_6]
active = beh@day_6
suitable = {!surge_started !is_night} true
prior = 56
[beh@day_6]:beh@combat
pt1 = 20000, smoking_stand | pos: 25.9, 2.0536, -84.7 look: 31.0786, 0.0717, -90.6796
pt2 = 20000, guard | pos: 28, 1.3811, -81.9 look: 30.9055, 0.3797, -75.5196
pt3 = 30000, ward | pos: 25.9, 2.0536, -84.7 look: 31.0786, 0.0717, -90.6796
pt4 = 20000, guard | pos: 28, 1.3811, -81.9 look: 30.9055, 0.3797, -75.5196
; (patrol 2nd floor ladders)
[logic@val_7_5_xcvb_day_7]
active = beh@day_7
suitable = {!surge_started !is_night} true
prior = 56
[beh@day_7]:beh@combat
walk_anim = walk
pt1 = 12000, wait | pos: 39.9, 5.5415, -79.8 look: 39.1988, 4.5425, -77.775
pt2 = 1, wait | pos: 44.1, 5.5415, -68.6 look: 43.9629, 4.5419, -63.6647
pt3 = 15000, wait | pos: 35.7, 5.5415, -62.3 look: 35.6115, 4.542, -64.6939
pt4 = 9000, wait | pos: 29.4, 5.5415, -72.1 look: 31.4052, 4.5731, -71.9378
; ------------- 55
; (campfire 2nd floor 1)
[logic@val_7_5_xcvb_day_8]
active = beh@day_8
suitable = {!surge_started !is_night} true
prior = 55
[beh@day_8]:beh@campfire
pt1 = 30000, sit_ass | pos: 47.6, 5.5415, -56 look: 45.1783, 4.5489, -52.8631
pt2 = 20000, smoking_sit | pos: 47.6, 5.5415, -56 look: 45.1783, 4.5489, -52.8631
pt3 = 20000, sit_ass | pos: 47.6, 5.5415, -56 look: 45.1783, 4.5489, -52.8631
pt4 = 25000, eat_vodka | pos: 47.6, 5.5415, -56 look: 45.1783, 4.5489, -52.8631
; (campfire 2nd floor 2)
[logic@val_7_5_xcvb_day_9]
active = beh@day_9
suitable = {!surge_started !is_night} true
prior = 55
[beh@day_9]:beh@campfire
pt1 = 15000, sit | pos: 46.2, 5.557, -52.5 look: 46.6661, 4.5427, -56.2973
pt2 = 30000, use_pda | pos: 46.2, 5.557, -52.5 look: 46.6661, 4.5427, -56.2973
pt3 = 25000, sit | pos: 46.2, 5.557, -52.5 look: 46.6661, 4.5427, -56.2973
pt4 = 20000, roast_kolbasa | pos: 46.2, 5.557, -52.5 look: 46.6661, 4.5427, -56.2973
; ------------- 54
; (guard 2 near sultan)
[logic@val_7_5_xcvb_day_10]
active = beh@day_10
suitable = {!surge_started !is_night} true
prior = 54
[beh@day_10]:beh@combat
pt1 = 15000, guard | pos: 21.7, 5.5415, -81.9 look: 16.3417, 4.5423, -82.1427
pt2 = 30000, guard | pos: 12.6, 5.5415, -81.9 look: 15.6687, 4.5426, -81.8519
; (campfire 1st floor 1)
[logic@val_7_5_xcvb_day_11]
active = beh@day_11
suitable = {!surge_started !is_night} true
prior = 54
[beh@day_11]:beh@campfire
pt1 = 25000, sit_ass | pos: 48.3, 2.184, -56.7 look: 47.3708, 1.0139, -55.5572
pt2 = 20000, eat_energy | pos: 48.3, 2.184, -56.7 look: 47.3708, 1.0139, -55.5572
pt3 = 20000, sit | pos: 48.3, 2.184, -56.7 look: 47.3708, 1.0139, -55.5572
pt4 = 20000, eat_bread | pos: 48.3, 2.184, -56.7 look: 47.3708, 1.0139, -55.5572
; (sniper near sultan)
[logic@val_7_5_xcvb_day_12]
active = beh@day_12
suitable = {!surge_started !is_night =guard_has_sniper_rifle} true
prior = 54
[beh@day_12]:beh@combat
pt1 = 15000, threat_heli | pos: 19.6, 5.5415, -89.6 look: 19.6318, 4.8699, -92.5616
; ------------- 53
; (campfire 1st floor 2)
[logic@val_7_5_xcvb_day_13]
active = beh@day_13
suitable = {!surge_started !is_night} true
prior = 53
[beh@day_13]:beh@campfire
pt1 = 15000, sit_ass | pos: 45.5, 2.0897, -53.2 look: 47.9788, 1.1122, -56.1118
pt2 = 25000, roast_kolbasa_bred | pos: 45.5, 2.0897, -53.2 look: 47.9788, 1.1122, -56.1118
pt3 = 30000, sit_ass | pos: 45.5, 2.0897, -53.2 look: 47.9788, 1.1122, -56.1118
pt4 = 20000, eat_vodka | pos: 45.5, 2.0897, -53.2 look: 47.9788, 1.1122, -56.1118
; =======================
; ------------ NIGHT -------------
; =======================
; ------------- 59
; (guard 1 entrance gates)
[logic@val_7_5_xcvb_night_1]
active = beh@night_1
suitable = {!surge_started =is_night} true
prior = 59
[beh@night_1]:beh@combat
pt1 = 10000, guard | pos: 38.5, 1.0673, -94.5 look: 48.49, 0.0511, -98.4438
; ------------- 58
; (guard 3 entrance patrol)
[logic@val_7_5_xcvb_night_2]
active = beh@night_2
suitable = {!surge_started =is_night} true
prior = 58
[beh@night_2]:beh@combat
pt1 = 10000, guard | pos: 26.6, 1.0742, -94.5 look: 34.9455, 0.0623, -94.3981
pt2 = 1, guard | pos: 2.8, 1.0793, -86.8 look: 2.5044, 0.0768, -81.0747
pt3 = 1, guard | pos: 3.5, 1.0844, -65.1 look: 2.8256, 0.0834, -72.3864
pt4 = 1, guard | pos: 2.8, 1.0793, -86.8 look: 5.2145, 0.0755, -89.1084
; ------------- 57
; (sleep 2nd floor 1)
[logic@val_7_5_xcvb_night_3]
active = beh@night_3
suitable = {!surge_started =is_night} true
prior = 57
[beh@night_3]:beh@sleep
pt1 = 10000, sleep | pos: 46.2, 5.6256, -59.5 look: 44.8429, 4.5314, -60.0455
; (sleep 2nd floor 2)
[logic@val_7_5_xcvb_night_4]
active = beh@night_4
suitable = {!surge_started =is_night} true
prior = 57
[beh@night_4]:beh@sleep
pt1 = 10000, sleep | pos: 48.3, 5.6256, -59.5 look: 46.4591, 4.6237, -59.2688
; ------------- 56
; (patrol 1st and 2nd floor bricks)
[logic@val_7_5_xcvb_night_5]
active = beh@night_5
suitable = {!surge_started =is_night} true
prior = 56
[beh@night_5]:beh@combat
pt1 = 15000, guard | pos: 39.9, 1.3811, -63.7 look: 39.4586, 0.3792, -66.9552
pt2 = 1, guard | pos: 41.3, 2.0211, -45.5 look: 43.648, 1.0226, -44.1519
pt3 = 15000, guard | pos: 41.3, 5.5415, -48.3 look: 41.1554, 4.5376, -51.5618
pt4 = 1, guard | pos: 43.4, 2.0211, -41.3 look: 43.8265, 1.0227, -44.1379
; (guard 1 near sultan)
[logic@val_7_5_xcvb_night_6]
active = beh@night_6
suitable = {!surge_started =is_night} true
prior = 56
[beh@night_6]:beh@combat
pt1 = 10000, guard | pos: 33.6, 5.5415, -84.7 look: 27.5041, 4.5403, -83.6863
pt2 = 35000, guard | pos: 33.6, 5.5415, -84.7 look: 27.5041, 4.5403, -83.6863
; ------------- 55
; (guard 2 entrance)
[logic@val_7_5_xcvb_night_7]
active = beh@night_7
suitable = {!surge_started =is_night} true
prior = 55
[beh@night_7]:beh@combat
pt1 = 20000, smoking_stand | pos: 25.9, 2.0536, -84.7 look: 31.0786, 0.0717, -90.6796
pt2 = 20000, guard | pos: 28, 1.3811, -81.9 look: 30.9055, 0.3797, -75.5196
pt3 = 30000, ward | pos: 25.9, 2.0536, -84.7 look: 31.0786, 0.0717, -90.6796
pt4 = 20000, guard | pos: 28, 1.3811, -81.9 look: 30.9055, 0.3797, -75.5196
; (sleep 2nd floor 3)
[logic@val_7_5_xcvb_night_8]
active = beh@night_8
suitable = {!surge_started =is_night} true
prior = 55
[beh@night_8]:beh@sleep
pt1 = 10000, drunk_sit_ass | pos: 35.7, 5.5827, -56.7 look: 33.5718, 4.5376, -55.3605
; (sleep 2nd floor 4)
[logic@val_7_5_xcvb_night_9]
active = beh@night_9
suitable = {!surge_started =is_night} true
prior = 55
[beh@night_9]:beh@sleep
pt1 = 10000, sleep | pos: 33.6, 5.6376, -57.4 look: 33.2167, 4.5427, -55.2592
; ------------- 54
; (sleep 2nd floor 5)
[logic@val_7_5_xcvb_night_10]
active = beh@night_10
suitable = {!surge_started =is_night} true
prior = 54
[beh@night_10]:beh@sleep
pt1 = 10000, sleep | pos: 33.6, 5.6358, -60.2 look: 33.8647, 4.6236, -57.2361
; (patrol 2nd floor ladders)
[logic@val_7_5_xcvb_night_11]
active = beh@night_11
suitable = {!surge_started =is_night} true
prior = 54
[beh@night_11]:beh@combat
walk_anim = walk
pt1 = 12000, wait | pos: 39.9, 5.5415, -79.8 look: 39.1988, 4.5425, -77.775
pt2 = 1, wait | pos: 44.1, 5.5415, -68.6 look: 43.9629, 4.5419, -63.6647
pt3 = 15000, wait | pos: 35.7, 5.5415, -62.3 look: 35.6115, 4.542, -64.6939
pt4 = 9000, wait | pos: 29.4, 5.5415, -72.1 look: 31.4052, 4.5731, -71.9378
; (sniper)
[logic@val_7_5_xcvb_night_12]
active = beh@night_12
suitable = {!surge_started =is_night =guard_has_sniper_rifle} true
prior = 54
[beh@night_12]:beh@combat
pt1 = 15000, threat_heli | pos: 37.8, 12.1843, -100.8 look: 36.8349, 11.1841, -102.7084
pt2 = 15000, threat_heli | pos: 37.8, 12.1843, -100.8 look: 38.9891, 11.1782, -102.7087
; ------------- 53
; (sniper near sultan)
[logic@val_7_5_xcvb_night_13]
active = beh@night_13
suitable = {!surge_started =is_night =guard_has_sniper_rifle} true
prior = 53
[beh@night_13]:beh@combat
pt1 = 15000, threat_heli | pos: 19.6, 5.5415, -89.6 look: 19.6318, 4.8699, -92.5616
; (campfire 2nd floor 2)
[logic@val_7_5_xcvb_night_14]
active = beh@night_14
suitable = {!surge_started =is_night} true
prior = 53
[beh@night_14]:beh@campfire
pt1 = 50000, drunk_sit_ass | pos: 46.2, 5.557, -52.5 look: 46.6661, 4.5427, -56.2973
pt2 = 20000, eat_vodka | pos: 46.2, 5.557, -52.5 look: 46.6661, 4.5427, -56.2973
@@ -0,0 +1,419 @@
[beh@general]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
gather_items_enabled = true
help_wounded_enabled = true
corpse_detection_enabled = true
meet = meet@general
wounded = wounded@ignore
use_camp = false
path_end = loop
[beh@combat]:beh@general
walk_dist = 25
jog_dist = 220
wait_anim = patrol
walk_anim = patrol
jog_anim = patrol
run_anim = patrol
sound_idle = state
[beh@campfire]:beh@general
turn_on_campfire = true
sound_idle = state
[beh@sleep]:beh@general
gather_items_enabled = false
corpse_detection_enabled = false
meet = no_meet
[meet@general]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
use = {=actor_enemy} false, {=dist_to_actor_le(3)} true, false
snd_on_use = {!dist_to_actor_le(3)} nil
meet_on_talking = false
[wounded@ignore]
hp_state = 0|wounded_heavy@help_heavy
hp_state_see = 0|wounded_heavy@help_heavy
hp_victim = 0|nil
hp_fight = 0|false
hp_cover = 0|false
; =======================
; ------------- DAY ---------------
; =======================
; ------------- 59
; (guard 1 inside west)
[logic@cit_killers_xcvb_day_1]
active = beh@day_1
suitable = {!surge_started !is_night} true
prior = 59
[beh@day_1]:beh@combat
pt1 = 20000, guard | pos: -56, 2.7363, 32.9 look: -62.1102, 1.7376, 31.8975
; (guard 2 inside east)
[logic@cit_killers_xcvb_day_2]
active = beh@day_2
suitable = {!surge_started !is_night} true
prior = 59
[beh@day_2]:beh@combat
pt1 = 20000, guard | pos: -35, 2.7363, 30.8 look: -31.2436, 1.7359, 31.4528
; (guard 3 inside front)
[logic@cit_killers_xcvb_day_3]
active = beh@day_3
suitable = {!surge_started !is_night} true
prior = 59
[beh@day_3]:beh@combat
pt1 = 20000, guard | pos: -33.6, 2.7302, 20.3 look: -35.5511, 1.25, 13.205
; ------------- 58
; (guard 4 inside patrol)
[logic@cit_killers_xcvb_day_4]
active = beh@day_4
suitable = {!surge_started !is_night} true
prior = 58
[beh@day_4]:beh@combat
walk_anim = walk
pt1 = 15000, ward | pos: -47.6, 2.7363, 32.2 look: -51.8218, 1.737, 32.1405
pt2 = 15000, ward | pos: -39.2, 2.7363, 34.3 look: -37.7112, 1.7371, 32.6421
; (guard 1 front west)
[logic@cit_killers_xcvb_day_5]
active = beh@day_5
suitable = {!surge_started !is_night} true
prior = 58
[beh@day_5]:beh@combat
pt1 = 20000, guard | pos: -68.6, 2.0805, 2.1 look: -71.3497, 1.0335, -0.4941
; (guard 2 front east)
[logic@cit_killers_xcvb_day_6]
active = beh@day_6
suitable = {!surge_started !is_night} true
prior = 58
[beh@day_6]:beh@combat
pt1 = 20000, guard | pos: 9.1, 2.0805, 2.1 look: 10.4768, 1.0777, 3.3641
; ------------- 57
; (guard 3 front patrol)
[logic@cit_killers_xcvb_day_7]
active = beh@day_7
suitable = {!surge_started !is_night} true
prior = 57
[beh@day_7]:beh@combat
pt1 = 7500, guard | pos: -62.3, 2.0805, 5.6 look: -62.3694, 1.0808, 2.1002
pt2 = 7500, guard | pos: -4.2, 2.0805, 5.6 look: -3.9737, 1.0776, 2.4669
; (guard 4 south)
[logic@cit_killers_xcvb_day_8]
active = beh@day_8
suitable = {!surge_started !is_night =guard_has_rifle} true
prior = 57
[beh@day_8]:beh@combat
pt1 = 20000, threat_heli | pos: 4.2, 7.0905, -17.5 look: 2.8005, 6.0638, -19.2994
; (sniper 1 south)
[logic@cit_killers_xcvb_day_9]
active = beh@day_9
suitable = {!surge_started !is_night =guard_has_sniper_rifle} true
prior = 57
[beh@day_9]:beh@combat
pt1 = 20000, hide | pos: -90.3, 16.6254, -36.4 look: -68.43, 7.0845, -76.9945
; ------------- 56
; (guard 3 2nd floor)
[logic@cit_killers_xcvb_day_10]
active = beh@day_10
suitable = {!surge_started !is_night =guard_has_rifle} true
prior = 56
[beh@day_10]:beh@combat
pt1 = 20000, guard | pos: -42, 8.3851, 20.3 look: -39.6662, 6.5866, 12.487
; ------------- 55
; (guard 4 2nd floor)
[logic@cit_killers_xcvb_day_11]
active = beh@day_11
suitable = {!surge_started !is_night =guard_has_rifle} true
prior = 55
[beh@day_11]:beh@combat
pt1 = 20000, guard | pos: -53.9, 8.3851, 20.3 look: -55.9302, 5.4585, -3.1806
; (guard 1 2nd floor)
[logic@cit_killers_xcvb_day_12]
active = beh@day_12
suitable = {!surge_started !is_night} true
prior = 55
[beh@day_12]:beh@combat
pt1 = 20000, guard | pos: -25.9, 8.3851, 28.7 look: -25.9181, 7.3857, 25.6742
; (guard 2 2nd floor)
[logic@cit_killers_xcvb_day_13]
active = beh@day_13
suitable = {!surge_started !is_night} true
prior = 55
[beh@day_13]:beh@combat
pt1 = 20000, fold_arms | pos: -32.9, 8.3851, 24.5 look: -37.377, 7.3862, 24.5046
; (campfire 1)
[logic@cit_killers_xcvb_day_14]
active = animpoint@day_14
suitable = {!surge_started !is_night} true
prior = 55
[animpoint@day_14]
cover_name = cit_killers_animpoint_camp7
use_camp = true
turn_on_campfire = true
; (campfire 2)
[logic@cit_killers_xcvb_day_15]
active = animpoint@day_15
suitable = {!surge_started !is_night} true
prior = 55
[animpoint@day_15]
cover_name = cit_killers_animpoint_camp8
use_camp = true
turn_on_campfire = true
; (campfire 3)
[logic@cit_killers_xcvb_day_16]
active = animpoint@day_16
suitable = {!surge_started !is_night} true
prior = 55
[animpoint@day_16]
cover_name = cit_killers_animpoint_camp9
use_camp = true
turn_on_campfire = true
; =======================
; ------------ NIGHT -------------
; =======================
; ------------- 59
; (guard 1 inside west)
[logic@cit_killers_xcvb_night_1]
active = beh@night_1
suitable = {!surge_started =is_night} true
prior = 59
[beh@night_1]:beh@combat
pt1 = 20000, guard | pos: -56, 2.7363, 32.9 look: -62.1102, 1.7376, 31.8975
; (guard 2 inside east)
[logic@cit_killers_xcvb_night_2]
active = beh@night_2
suitable = {!surge_started =is_night} true
prior = 59
[beh@night_2]:beh@combat
pt1 = 20000, guard | pos: -35, 2.7363, 30.8 look: -31.2436, 1.7359, 31.4528
; (guard 3 inside front)
[logic@cit_killers_xcvb_night_3]
active = beh@night_3
suitable = {!surge_started =is_night} true
prior = 59
[beh@night_3]:beh@combat
pt1 = 20000, guard | pos: -33.6, 2.7302, 20.3 look: -35.5511, 1.25, 13.205
; ------------- 58
; (guard 1 front west)
[logic@cit_killers_xcvb_night_4]
active = beh@night_4
suitable = {!surge_started =is_night} true
prior = 58
[beh@night_4]:beh@combat
pt1 = 20000, guard | pos: -68.6, 2.0805, 2.1 look: -71.3497, 1.0335, -0.4941
; (guard 2 front east)
[logic@cit_killers_xcvb_night_5]
active = beh@night_5
suitable = {!surge_started =is_night} true
prior = 58
[beh@night_5]:beh@combat
pt1 = 20000, guard | pos: 9.1, 2.0805, 2.1 look: 10.4768, 1.0777, 3.3641
; (sleep 1)
[logic@cit_killers_xcvb_night_6]
active = beh@night_6
suitable = {!surge_started =is_night} true
prior = 58
[beh@night_6]:beh@sleep
pt1 = 20000, sleep | pos: -42.7, 8.3851, 39.2 look: -42.5758, 7.3861, 36.7306
; (sleep 2)
[logic@cit_killers_xcvb_night_7]
active = beh@night_7
suitable = {!surge_started =is_night} true
prior = 58
[beh@night_7]:beh@sleep
pt1 = 20000, sleep | pos: -40.6, 8.3851, 37.1 look: -42.0993, 7.3833, 36.0086
; ------------- 57
; (guard 1 2nd floor)
[logic@cit_killers_xcvb_night_8]
active = beh@night_8
suitable = {!surge_started =is_night} true
prior = 57
[beh@night_8]:beh@combat
pt1 = 20000, guard | pos: -25.9, 8.3851, 28.7 look: -25.9181, 7.3857, 25.6742
; (guard 3 2nd floor)
[logic@cit_killers_xcvb_night_9]
active = beh@night_9
suitable = {!surge_started =is_night =guard_has_rifle} true
prior = 57
[beh@night_9]:beh@combat
pt1 = 20000, guard | pos: -42, 8.3851, 20.3 look: -39.6662, 6.5866, 12.487
; (sleep 3)
[logic@cit_killers_xcvb_night_10]
active = beh@night_10
suitable = {!surge_started =is_night} true
prior = 57
[beh@night_10]:beh@sleep
pt1 = 20000, sleep | pos: -26.6, 8.3851, 35.7 look: -26.774, 7.3848, 38.0229
; ------------- 56
; (guard 2 2nd floor)
[logic@cit_killers_xcvb_night_11]
active = beh@night_11
suitable = {!surge_started =is_night} true
prior = 56
[beh@night_11]:beh@combat
pt1 = 20000, fold_arms | pos: -32.9, 8.3851, 24.5 look: -37.377, 7.3862, 24.5046
; (sleep 4)
[logic@cit_killers_xcvb_night_12]
active = beh@night_12
suitable = {!surge_started =is_night} true
prior = 56
[beh@night_12]:beh@sleep
pt1 = 20000, sleep | pos: -26.6, 8.457, 39.2 look: -26.6466, 7.3838, 37.5673
; (guard 3 front patrol)
[logic@cit_killers_xcvb_night_13]
active = beh@night_13
suitable = {!surge_started =is_night} true
prior = 56
[beh@night_13]:beh@combat
pt1 = 7500, guard | pos: -62.3, 2.0805, 5.6 look: -62.3694, 1.0808, 2.1002
pt2 = 7500, guard | pos: -4.2, 2.0805, 5.6 look: -3.9737, 1.0776, 2.4669
; (guard 4 south)
[logic@cit_killers_xcvb_night_14]
active = beh@night_14
suitable = {!surge_started =is_night =guard_has_rifle} true
prior = 56
[beh@night_14]:beh@combat
pt1 = 20000, threat_heli | pos: 4.2, 7.0905, -17.5 look: 2.8005, 6.0638, -19.2994
; (campfire 1)
[logic@cit_killers_xcvb_night_15]
active = animpoint@night_15
suitable = {!surge_started =is_night} true
prior = 56
[animpoint@night_15]
cover_name = cit_killers_animpoint_camp7
use_camp = true
turn_on_campfire = true
; (campfire 2)
[logic@cit_killers_xcvb_night_16]
active = animpoint@night_16
suitable = {!surge_started =is_night} true
prior = 56
[animpoint@night_16]
cover_name = cit_killers_animpoint_camp8
use_camp = true
turn_on_campfire = true
; (campfire 3)
[logic@cit_killers_xcvb_night_17]
active = animpoint@night_17
suitable = {!surge_started =is_night} true
prior = 56
[animpoint@night_17]
cover_name = cit_killers_animpoint_camp9
use_camp = true
turn_on_campfire = true
@@ -0,0 +1,148 @@
[beh@general]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
gather_items_enabled = true
help_wounded_enabled = true
corpse_detection_enabled = true
meet = meet@general
wounded = wounded@ignore
use_camp = false
path_end = loop
[beh@combat]:beh@general
walk_dist = 25
jog_dist = 220
wait_anim = patrol
walk_anim = patrol
jog_anim = patrol
run_anim = patrol
sound_idle = state
[beh@campfire]:beh@general
turn_on_campfire = true
sound_idle = state
[beh@sleep]:beh@general
gather_items_enabled = false
corpse_detection_enabled = false
meet = no_meet
[meet@general]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
use = {=actor_enemy} false, {=dist_to_actor_le(3)} true, false
snd_on_use = {!dist_to_actor_le(3)} nil
meet_on_talking = false
[wounded@ignore]
hp_state = 0|wounded_heavy@help_heavy
hp_state_see = 0|wounded_heavy@help_heavy
hp_victim = 0|nil
hp_fight = 0|false
hp_cover = 0|false
; =======================
; ------------- DAY ---------------
; =======================
; ------------- 59
; (guard 1st floor)
[logic@cit_killers_vs_bandits_xcvb_day_1]
active = beh@day_1
suitable = {!surge_started} true
prior = 59
[beh@day_1]:beh@combat
pt1 = 20000, guard | pos: -48.3, 2.7603, -60.9 look: -48.353, 1.7612, -56.8029
; ------------- 58
; (sniper 1)
[logic@cit_killers_vs_bandits_xcvb_day_2]
active = beh@day_2
suitable = {!surge_started =guard_has_sniper_rifle} true
prior = 58
[beh@day_2]:beh@combat
pt1 = 20000, threat_heli | pos: -53.9, 14.6995, -76.3 look: -52.1562, 12.5581, -84.0043
; (guard 2 2nd floor)
[logic@cit_killers_vs_bandits_xcvb_day_3]
active = beh@day_3
suitable = {!surge_started} true
prior = 58
[beh@day_3]:beh@combat
pt1 = 20000, guard | pos: -32.9, 8.4032, -74.9 look: -32.8018, 7.4035, -77.6774
; ------------- 57
; (sniper 2)
[logic@cit_killers_vs_bandits_xcvb_day_4]
active = beh@day_4
suitable = {!surge_started =guard_has_rifle} true
prior = 57
[beh@day_4]:beh@combat
pt1 = 15000, threat_heli | pos: -32.9, 14.6995, -74.2 look: -23.1336, 12.6188, -79.1513
pt2 = 30000, threat_heli | pos: -37.8, 14.6995, -63.7 look: -37.636, 11.6575, -56.3769
; (patrol)
[logic@cit_killers_vs_bandits_xcvb_day_5]
active = beh@day_5
suitable = {!surge_started} true
prior = 57
[beh@day_5]:beh@combat
pt1 = 20000, guard | pos: -51.8, 3.1869, -73.5 look: -52.2691, 2.1882, -75.8874
pt2 = 1, guard | pos: -48.3, 3.1869, -67.9 look: -45.3851, 2.1851, -67.684
pt3 = 20000, guard | pos: -34.3, 3.1869, -68.6 look: -34.3162, 2.1842, -71.5632
pt4 = 1, guard | pos: -48.3, 3.1869, -66.5 look: -50.7815, 2.1881, -65.6321
; (campfire 1)
[logic@cit_killers_vs_bandits_xcvb_day_6]
active = beh@day_6
suitable = {!surge_started} true
prior = 57
[beh@day_6]:beh@campfire
pt1 = 35000, sit | pos: -54.6, 3.1869, -63.7 look: -54.5657, 2.1822, -67.8525
pt2 = 25000, eat_energy | pos: -54.6, 3.1869, -63.7 look: -54.5657, 2.1822, -67.8525
pt3 = 30000, use_pda | pos: -54.6, 3.1869, -63.7 look: -54.5657, 2.1822, -67.8525
; ------------- 56
; (campfire 2)
[logic@cit_killers_vs_bandits_xcvb_day_7]
active = beh@day_7
suitable = {!surge_started} true
prior = 56
[beh@day_7]:beh@campfire
pt1 = 50000, sit_ass | pos: -56.7, 3.1869, -65.8 look: -52.7282, 2.1879, -65.4702
pt2 = 25000, eat_kolbasa | pos: -56.7, 3.1869, -65.8 look: -52.7282, 2.1879, -65.4702
pt3 = 30000, smoking_sit | pos: -56.7, 3.1869, -65.8 look: -52.7282, 2.1879, -65.4702
; =======================
; ------------ NIGHT -------------
; =======================
@@ -0,0 +1,27 @@
![animpoint@sit]
on_info = {=trader_sleep_time} beh@xcvb_sleep
[beh@xcvb_sleep]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
path_end = loop
on_info = {!trader_sleep_time} animpoint@sit
meet = no_meet
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
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
pt1 = 20000, drunk_sit_ass | pos: -53.9, 8.2688, 26.6 look: -51.9741, 7.3854, 26.7706
@@ -0,0 +1,86 @@
; trader
![animpoint@stand]
on_info2 = {=trader_sleep_time} beh@xcvb_sleep_1
[beh@xcvb_sleep_1]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
path_end = loop
on_info = {!trader_sleep_time} animpoint@stand
meet = no_meet
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
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
pt1 = 20000, sleep | pos: -39.9, 8.3851, 36.4 look: -39.126, 7.3797, 35.4512
; mechanic
![animpoint@stand2]
on_info4 = {=mechanic_sleep_time} beh@xcvb_sleep_2
[beh@xcvb_sleep_2]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
path_end = loop
on_info = {!mechanic_sleep_time} animpoint@stand2
meet = no_meet
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
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
pt1 = 20000, sleep | pos: -51.8, 8.3851, 36.4 look: -51.7647, 7.386, 35.1063
; medic
![animpoint@medic]
on_info = {=medic_sleep_time} beh@xcvb_sleep_3
[beh@xcvb_sleep_3]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
path_end = loop
on_info = {!medic_sleep_time} animpoint@medic
meet = no_meet
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
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
pt1 = 20000, sleep | pos: -53.9, 8.2688, 28.7 look: -56.442, 7.3862, 28.8404
@@ -0,0 +1,17 @@
@[exclusive]
cit_killers_vs_bandits_xcvb_day_1 = dead_city\cit_killers_vs_bandits_smart_logic_xcvb.ltx
cit_killers_vs_bandits_xcvb_day_2 = dead_city\cit_killers_vs_bandits_smart_logic_xcvb.ltx
cit_killers_vs_bandits_xcvb_day_3 = dead_city\cit_killers_vs_bandits_smart_logic_xcvb.ltx
cit_killers_vs_bandits_xcvb_day_4 = dead_city\cit_killers_vs_bandits_smart_logic_xcvb.ltx
cit_killers_vs_bandits_xcvb_day_5 = dead_city\cit_killers_vs_bandits_smart_logic_xcvb.ltx
cit_killers_vs_bandits_xcvb_day_6 = dead_city\cit_killers_vs_bandits_smart_logic_xcvb.ltx
cit_killers_vs_bandits_xcvb_day_7 = dead_city\cit_killers_vs_bandits_smart_logic_xcvb.ltx
cit_killers_vs_bandits_xcvb_night_1 = dead_city\cit_killers_vs_bandits_smart_logic_xcvb.ltx
cit_killers_vs_bandits_xcvb_night_2 = dead_city\cit_killers_vs_bandits_smart_logic_xcvb.ltx
cit_killers_vs_bandits_xcvb_night_3 = dead_city\cit_killers_vs_bandits_smart_logic_xcvb.ltx
cit_killers_vs_bandits_xcvb_night_4 = dead_city\cit_killers_vs_bandits_smart_logic_xcvb.ltx
cit_killers_vs_bandits_xcvb_night_5 = dead_city\cit_killers_vs_bandits_smart_logic_xcvb.ltx
cit_killers_vs_bandits_xcvb_night_6 = dead_city\cit_killers_vs_bandits_smart_logic_xcvb.ltx
cit_killers_vs_bandits_xcvb_night_7 = dead_city\cit_killers_vs_bandits_smart_logic_xcvb.ltx
@@ -0,0 +1,40 @@
![exclusive]
!cit_killers_camp_work_7 = dead_city\cit_killers_smart_logic.ltx
!cit_killers_camp_work_8 = dead_city\cit_killers_smart_logic.ltx
!cit_killers_camp_work_9 = dead_city\cit_killers_smart_logic.ltx
cit_killers_xcvb_day_1 = dead_city\cit_killers_smart_logic_xcvb.ltx
cit_killers_xcvb_day_2 = dead_city\cit_killers_smart_logic_xcvb.ltx
cit_killers_xcvb_day_3 = dead_city\cit_killers_smart_logic_xcvb.ltx
cit_killers_xcvb_day_4 = dead_city\cit_killers_smart_logic_xcvb.ltx
cit_killers_xcvb_day_5 = dead_city\cit_killers_smart_logic_xcvb.ltx
cit_killers_xcvb_day_6 = dead_city\cit_killers_smart_logic_xcvb.ltx
cit_killers_xcvb_day_7 = dead_city\cit_killers_smart_logic_xcvb.ltx
cit_killers_xcvb_day_8 = dead_city\cit_killers_smart_logic_xcvb.ltx
cit_killers_xcvb_day_9 = dead_city\cit_killers_smart_logic_xcvb.ltx
cit_killers_xcvb_day_10 = dead_city\cit_killers_smart_logic_xcvb.ltx
cit_killers_xcvb_day_11 = dead_city\cit_killers_smart_logic_xcvb.ltx
cit_killers_xcvb_day_12 = dead_city\cit_killers_smart_logic_xcvb.ltx
cit_killers_xcvb_day_13 = dead_city\cit_killers_smart_logic_xcvb.ltx
cit_killers_xcvb_day_14 = dead_city\cit_killers_smart_logic_xcvb.ltx
cit_killers_xcvb_day_15 = dead_city\cit_killers_smart_logic_xcvb.ltx
cit_killers_xcvb_day_16 = dead_city\cit_killers_smart_logic_xcvb.ltx
cit_killers_xcvb_night_1 = dead_city\cit_killers_smart_logic_xcvb.ltx
cit_killers_xcvb_night_2 = dead_city\cit_killers_smart_logic_xcvb.ltx
cit_killers_xcvb_night_3 = dead_city\cit_killers_smart_logic_xcvb.ltx
cit_killers_xcvb_night_4 = dead_city\cit_killers_smart_logic_xcvb.ltx
cit_killers_xcvb_night_5 = dead_city\cit_killers_smart_logic_xcvb.ltx
cit_killers_xcvb_night_6 = dead_city\cit_killers_smart_logic_xcvb.ltx
cit_killers_xcvb_night_7 = dead_city\cit_killers_smart_logic_xcvb.ltx
cit_killers_xcvb_night_8 = dead_city\cit_killers_smart_logic_xcvb.ltx
cit_killers_xcvb_night_9 = dead_city\cit_killers_smart_logic_xcvb.ltx
cit_killers_xcvb_night_10 = dead_city\cit_killers_smart_logic_xcvb.ltx
cit_killers_xcvb_night_11 = dead_city\cit_killers_smart_logic_xcvb.ltx
cit_killers_xcvb_night_12 = dead_city\cit_killers_smart_logic_xcvb.ltx
cit_killers_xcvb_night_13 = dead_city\cit_killers_smart_logic_xcvb.ltx
cit_killers_xcvb_night_14 = dead_city\cit_killers_smart_logic_xcvb.ltx
cit_killers_xcvb_night_15 = dead_city\cit_killers_smart_logic_xcvb.ltx
cit_killers_xcvb_night_16 = dead_city\cit_killers_smart_logic_xcvb.ltx
cit_killers_xcvb_night_17 = dead_city\cit_killers_smart_logic_xcvb.ltx
@@ -0,0 +1,100 @@
[beh@general]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
meet = no_meet
wounded = wounded@ignore
use_camp = false
[meet@general]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
use = {=actor_enemy} false, {=dist_to_actor_le(3)} true, false
snd_on_use = {!dist_to_actor_le(3)} nil
meet_on_talking = false
[wounded@ignore]
hp_state = 0|wounded_heavy@help_heavy
hp_state_see = 0|wounded_heavy@help_heavy
hp_victim = 0|nil
hp_fight = 0|false
hp_cover = 0|false
[logic@xcvb_night_def]
suitable = {=is_night} true
prior = 42
; 6 sleep points (for 9 camp jobs)
[logic@2_12_xcvb_night_1]:logic@xcvb_night_def
active = beh@night_1
[logic@2_12_xcvb_night_2]:logic@xcvb_night_def
active = beh@night_2
[logic@2_12_xcvb_night_3]:logic@xcvb_night_def
active = beh@night_3
[logic@2_12_xcvb_night_4]:logic@xcvb_night_def
active = beh@night_4
[logic@2_12_xcvb_night_5]:logic@xcvb_night_def
active = beh@night_5
[logic@2_12_xcvb_night_6]:logic@xcvb_night_def
active = beh@night_6
; basement where actor sleeps
[beh@night_1]:beh@general
pt1 = 20000, sleep | pos: -210.7, -21.8584, -122.5 look: -211.6781, -22.8809, -122.218
path_end = loop
; corner house with campfire (sleep)
[beh@night_2]:beh@general
pt1 = 20000, sleep | pos: -235.2, -19.0176, -155.4 look: -235.3071, -20.0408, -152.4795
path_end = loop
; corner house with campfire 2 (sit)
[beh@night_3]:beh@general
pt1 = 20000, sit | pos: -233.8, -19.0176, -153.3 look: -234.1864, -20.0414, -157.7872
path_end = loop
turn_on_campfire = true
meet = meet@general
gather_items_enabled = true
help_wounded_enabled = true
corpse_detection_enabled = true
; house where actor starts
[beh@night_4]:beh@general
pt1 = 20000, sleep | pos: -223.2, -18.8217, -163.8 look: -222.7656, -19.8516, -162.9011
path_end = loop
; house with wolf (sleep)
[beh@night_5]:beh@general
pt1 = 20000, sleep | pos: -196, -18.4849, -137.2 look: -195.593, -19.5032, -136.2663
path_end = loop
; house with wolf 2 (sit drink vodka)
[beh@night_6]:beh@general
pt1 = 20000, sit_ass_drink_vodka | pos: -196.7, -18.4849, -135.1 look: -196.0366, -19.5022, -135.0199
path_end = loop
meet = meet@general
gather_items_enabled = true
help_wounded_enabled = true
corpse_detection_enabled = true
@@ -0,0 +1,256 @@
; =======================
; ------------- DAY ---------------
; =======================
; guard entrance
[logic@esc_3_16_xcvb_day_1]
active = walker@day_1
suitable = {!surge_started !is_night} true
prior = 59
[walker@day_1]
path_walk = guard_2_walk
path_look = guard_2_look
; patrol central road
[logic@esc_3_16_xcvb_day_2]
active = walker@day_2
suitable = {!surge_started !is_night} true
prior = 58
[walker@day_2]
path_walk = guard_4_walk
; patrol all btr area
[logic@esc_3_16_xcvb_day_3]
active = walker@day_3
suitable = {!surge_started !is_night} true
prior = 57
[walker@day_3]
path_walk = walker_3_walk
; small patrol entrance
[logic@esc_3_16_xcvb_day_4]
active = walker@day_4
suitable = {!surge_started !is_night} true
prior = 56
[walker@day_4]
path_walk = guard_1_walk
; patrol around btr and barracks
[logic@esc_3_16_xcvb_day_5]
active = walker@day_5
suitable = {!surge_started !is_night} true
prior = 55
[walker@day_5]
path_walk = walker_4_walk
; sniper
[logic@esc_3_16_xcvb_day_6]
active = walker@day_6
suitable = {!surge_started !is_night =guard_has_rifle} true
prior = 55
[walker@day_6]
path_walk = sniper_1_walk
path_look = sniper_1_look
; small patrol inside the house near entrance
[logic@esc_3_16_xcvb_day_7]
active = walker@day_7
suitable = {!surge_started !is_night} true
prior = 54
[walker@day_7]
path_walk = walker_1_walk
; small patrol base
[logic@esc_3_16_xcvb_day_8]
active = walker@day_8
suitable = {!surge_started !is_night} true
prior = 53
[walker@day_8]
path_walk = guard_3_walk
; =======================
; ------------ NIGHT -------------
; =======================
[beh@general]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
meet = no_meet
wounded = wounded@ignore
use_camp = false
[meet@general]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
use = {=actor_enemy} false, {=dist_to_actor_le(3)} true, false
snd_on_use = {!dist_to_actor_le(3)} nil
meet_on_talking = false
[wounded@ignore]
hp_state = 0|wounded_heavy@help_heavy
hp_state_see = 0|wounded_heavy@help_heavy
hp_victim = 0|nil
hp_fight = 0|false
hp_cover = 0|false
; guard entrance 1
[logic@esc_3_16_xcvb_night_1]
active = walker@night_1
suitable = {!surge_started =is_night} true
prior = 59
[walker@night_1]
path_walk = guard_2_walk
path_look = guard_2_look
; patrol central road
[logic@esc_3_16_xcvb_night_2]
active = walker@night_2
suitable = {!surge_started =is_night} true
prior = 58
[walker@night_2]
path_walk = guard_4_walk
; patrol around btr and barracks
[logic@esc_3_16_xcvb_night_3]
active = walker@night_3
suitable = {!surge_started =is_night} true
prior = 57
[walker@night_3]
path_walk = walker_4_walk
; sleep sit barrack 1
[logic@esc_3_16_xcvb_night_4]
active = beh@night_4
suitable = {!surge_started =is_night} true
prior = 56
[beh@night_4]:beh@general
pt1 = 20000, sit_ass_drink_vodka | pos: -119.7, -29.032, -385.7 look: -121.521, -30.0518, -383.355
path_end = loop
meet = meet@general
help_wounded_enabled = true
turn_on_campfire = true
; sleep barrack 2
[logic@esc_3_16_xcvb_night_5]
active = beh@night_5
suitable = {!surge_started =is_night} true
prior = 56
[beh@night_5]:beh@general
pt1 = 20000, sleep | pos: -116.2, -28.9501, -387.1 look: -116.2635, -30.0507, -384.773
path_end = loop
turn_on_campfire = true
; small patrol entrance
[logic@esc_3_16_xcvb_night_6]
active = walker@night_6
suitable = {!surge_started =is_night} true
prior = 55
[walker@night_6]
path_walk = guard_1_walk
; sleep barrack 3
[logic@esc_3_16_xcvb_night_7]
active = beh@night_7
suitable = {!surge_started =is_night} true
prior = 54
[beh@night_7]:beh@general
pt1 = 20000, sleep | pos: -121.8, -29.032, -383.6 look: -119.2162, -30.0523, -385.7994
path_end = loop
; sleep barrack 4 (stand)
[logic@esc_3_16_xcvb_night_8]
active = beh@night_8
suitable = {!surge_started =is_night} true
prior = 53
[beh@night_8]:beh@general
pt1 = 20000, smoking_stand | pos: -121.1, -29.032, -380.8 look: -119.5114, -30.0507, -375.8038
path_end = loop
meet = meet@general
help_wounded_enabled = true
; patrol all btr area
[logic@esc_3_16_xcvb_night_9]
active = walker@night_9
suitable = {!surge_started =is_night} true
prior = 53
[walker@night_9]
path_walk = walker_3_walk
; sleep barrack 5 (sleep_sit)
[logic@esc_3_16_xcvb_night_10]
active = beh@night_10
suitable = {!surge_started =is_night} true
prior = 52
[beh@night_10]:beh@general
pt1 = 20000, drunk_sit_ass | pos: -126, -29.0266, -375.2 look: -122.9729, -30.0513, -375.1473
path_end = loop
; small patrol inside the house near entrance
[logic@esc_3_16_xcvb_night_11]
active = walker@night_11
suitable = {!surge_started =is_night} true
prior = 51
[walker@night_11]
path_walk = walker_1_walk
; small patrol base
[logic@esc_3_16_xcvb_night_12]
active = walker@night_12
suitable = {!surge_started =is_night} true
prior = 51
[walker@night_12]
path_walk = guard_3_walk
@@ -0,0 +1,205 @@
; =======================
; ------------- DAY ---------------
; =======================
; sniper left
[logic@esc_5_7_xcvb_day_1]
active = walker@day_1
suitable = {!surge_started !is_night =guard_has_rifle} true
prior = 58
[walker@day_1]
path_walk = walker_3_walk
; sniper right
[logic@esc_5_7_xcvb_day_2]
active = walker@day_2
suitable = {!surge_started !is_night =guard_has_rifle} true
prior = 57
[walker@day_2]
path_walk = walker_1_walk
; entrance guard
[logic@esc_5_7_xcvb_day_3]
active = walker@day_3
suitable = {!surge_started !is_night} true
prior = 57
[walker@day_3]
path_walk = guard_1_walk
path_look = guard_1_look
; side entrance guard
[logic@esc_5_7_xcvb_day_4]
active = walker@day_4
suitable = {!surge_started !is_night} true
prior = 58
[walker@day_4]
path_walk = walker_2_walk
path_look = walker_2_look
; farm patrol
[logic@esc_5_7_xcvb_day_5]
active = walker@day_5
suitable = {!surge_started !is_night} true
prior = 56
[walker@day_5]
path_walk = walker_5_walk
; =======================
; ------------ NIGHT -------------
; =======================
[beh@general]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
meet = no_meet
wounded = wounded@ignore
use_camp = false
[meet@general]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
use = {=actor_enemy} false, {=dist_to_actor_le(3)} true, false
snd_on_use = {!dist_to_actor_le(3)} nil
meet_on_talking = false
[wounded@ignore]
hp_state = 0|wounded_heavy@help_heavy
hp_state_see = 0|wounded_heavy@help_heavy
hp_victim = 0|nil
hp_fight = 0|false
hp_cover = 0|false
; farm patrol
[logic@esc_5_7_xcvb_night_1]
active = walker@night_1
suitable = {!surge_started =is_night} true
prior = 59
[walker@night_1]
path_walk = walker_5_walk
; farm guard 1
[logic@esc_5_7_xcvb_night_2]
active = beh@night_2
suitable = {!surge_started =is_night} true
prior = 57
[beh@night_2]:beh@general
pt1 = 20000, guard | pos: 1.4, 1.5061, 268.1 look: 9.9452, 0.5293, 272.5231
path_end = loop
meet = meet@general
gather_items_enabled = true
help_wounded_enabled = true
corpse_detection_enabled = true
; sleep 1
[logic@esc_5_7_xcvb_night_3]
active = beh@night_3
suitable = {!surge_started =is_night} true
prior = 57
[beh@night_3]:beh@general
pt1 = 20000, sleep | pos: -16.8, 2.008, 254.8 look: -13.5946, 0.8716, 260.302
path_end = loop
turn_on_campfire = true
; sleep 2
[logic@esc_5_7_xcvb_night_4]
active = beh@night_4
suitable = {!surge_started =is_night} true
prior = 57
[beh@night_4]:beh@general
pt1 = 20000, sleep | pos: -16.8, 2.004, 259.7 look: -14.7814, 0.872, 255.9285
path_end = loop
turn_on_campfire = true
; sleep 3
[logic@esc_5_7_xcvb_night_5]
active = beh@night_5
suitable = {!surge_started =is_night} true
prior = 57
[beh@night_5]:beh@general
pt1 = 20000, sit_ass_drink_vodka | pos: -18.2, 1.9691, 256.9 look: -13.8768, 0.9367, 256.9713
path_end = loop
meet = meet@general
help_wounded_enabled = true
; farm guard 2
[logic@esc_5_7_xcvb_night_6]
active = beh@night_6
suitable = {!surge_started =is_night} true
prior = 57
[beh@night_6]:beh@general
pt1 = 20000, guard | pos: 2.8, 1.4793, 278.6 look: 12.2692, 0.3008, 274.7251
path_end = loop
meet = meet@general
gather_items_enabled = true
help_wounded_enabled = true
corpse_detection_enabled = true
; sleep 4
[logic@esc_5_7_xcvb_night_7]
active = beh@night_7
suitable = {!surge_started =is_night} true
prior = 55
[beh@night_7]:beh@general
pt1 = 20000, sleep | pos: -0.7, 2.0201, 260.4 look: 2.1775, 1.0249, 259.9778
path_end = loop
; sleep 5
[logic@esc_5_7_xcvb_night_8]
active = beh@night_8
suitable = {!surge_started =is_night} true
prior = 54
[beh@night_8]:beh@general
pt1 = 20000, sleep | pos: -13.3, 1.9691, 256.2 look: -17.2483, 0.8737, 257.936
path_end = loop
; sleep 6
[logic@esc_5_7_xcvb_night_9]
active = beh@night_9
suitable = {!surge_started =is_night} true
prior = 54
[beh@night_9]:beh@general
pt1 = 20000, sit_ass_eat_bread | pos: -14, 1.9785, 259 look: -17.3516, 0.9648, 255.4029
path_end = loop
meet = meet@general
@@ -0,0 +1,69 @@
[beh@general]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
meet = no_meet
wounded = wounded@ignore
use_camp = false
[meet@general]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
use = {=actor_enemy} false, {=dist_to_actor_le(3)} true, false
snd_on_use = {!dist_to_actor_le(3)} nil
meet_on_talking = false
[wounded@ignore]
hp_state = 0|wounded_heavy@help_heavy
hp_state_see = 0|wounded_heavy@help_heavy
hp_victim = 0|nil
hp_fight = 0|false
hp_cover = 0|false
; =======================
; ------- DAY and NIGHT -------
; =======================
[logic@esc_5_9_xcvb_day_1]
active = walker@day_1
suitable = {!surge_started} true
prior = 57
[walker@day_1]
path_walk = comander_walk
path_look = comander_look
[logic@esc_5_9_xcvb_day_2]
active = beh@day_2
suitable = {!surge_started} true
prior = 59
[beh@day_2]:beh@general
pt1 = 20000, guard | pos: 7, 3.5726, 72.8 look: 14.4971, 2.4153, 62.778
path_end = loop
meet = meet@general
[logic@esc_5_9_xcvb_day_3]
active = beh@day_3
suitable = {!surge_started} true
prior = 58
[beh@day_3]:beh@general
pt1 = 20000, guard | pos: -4.2, 3.6478, 92.4 look: 7.1118, 3.0143, 104.0844
path_end = loop
meet = meet@general
@@ -0,0 +1,260 @@
; ===================
; ----------- DAY -----------
; ===================
; патруль фронт
[logic@esc_smart_terrain_7_11_xcvb_day_1]
active = walker@day_1
suitable = {!surge_started !is_night} true
prior = 60
[walker@day_1]
path_walk = guard_1_walk
; патруль на крыше
[logic@esc_smart_terrain_7_11_xcvb_day_2]
active = walker@day_2
suitable = {!surge_started !is_night =guard_has_rifle} true
prior = 59
[walker@day_2]
path_walk = story_military_3_walk
; camp 1
[logic@esc_smart_terrain_7_11_xcvb_day_3]
active = animpoint@day_3
suitable = {!surge_started !is_night} true
prior = 59
[animpoint@day_3]
cover_name = esc_smart_terrain_7_11_animpoint_kamp1
use_camp = true
turn_on_campfire = true
; camp 2
[logic@esc_smart_terrain_7_11_xcvb_day_4]
active = animpoint@day_4
suitable = {!surge_started !is_night} true
prior = 58
[animpoint@day_4]
cover_name = esc_smart_terrain_7_11_animpoint_kamp3
use_camp = true
turn_on_campfire = true
; патруль гаражи
[logic@esc_smart_terrain_7_11_xcvb_day_5]
active = walker@day_5
suitable = {!surge_started !is_night} true
prior = 57
[walker@day_5]
path_walk = guard_3_walk
; патруль центр
[logic@esc_smart_terrain_7_11_xcvb_day_6]
active = walker@day_6
suitable = {!surge_started !is_night} true
prior = 56
[walker@day_6]
path_walk = guard_4_walk
; будка справа
[logic@esc_smart_terrain_7_11_xcvb_day_7]
active = walker@day_7
suitable = {!surge_started !is_night} true
prior = 56
[walker@day_7]
path_walk = story_military_2_walk
path_look = story_military_2_look
; будка слева
[logic@esc_smart_terrain_7_11_xcvb_day_8]
active = walker@day_8
suitable = {!surge_started !is_night} true
prior = 56
[walker@day_8]
path_walk = story_military_1_walk
path_look = story_military_1_look
; camp 3
[logic@esc_smart_terrain_7_11_xcvb_day_9]
active = animpoint@day_9
suitable = {!surge_started !is_night} true
prior = 55
[animpoint@day_9]
cover_name = esc_smart_terrain_7_11_animpoint_kamp5
use_camp = true
turn_on_campfire = true
; снайпер в доме
[logic@esc_smart_terrain_7_11_xcvb_day_10]
active = walker@day_10
suitable = {!surge_started !is_night =guard_has_rifle} true
prior = 55
[walker@day_10]
path_walk = story_military_6_walk
path_look = guard_1_look
; часовой у грузовика
[logic@esc_smart_terrain_7_11_xcvb_day_11]
active = walker@day_11
suitable = {!surge_started !is_night} true
prior = 55
[walker@day_11]
path_walk = guard_1_look
path_look = teleport_look
; часовой у бокового входа
[logic@esc_smart_terrain_7_11_xcvb_day_12]
active = walker@day_12
suitable = {!surge_started !is_night} true
prior = 55
[walker@day_12]
path_walk = story_military_10_walk
path_look = story_military_10_look
; ====================
; ----------- NIGHT ----------
; ====================
[resting]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
; патруль на крыше
[logic@esc_smart_terrain_7_11_xcvb_night_1]
active = walker@night_1
suitable = {!surge_started =is_night =guard_has_rifle} true
prior = 60
[walker@night_1]
path_walk = story_military_3_walk
; у костра на 2м этаже
[logic@esc_smart_terrain_7_11_xcvb_night_2]
active = walker@night_2
suitable = {!surge_started =is_night} true
prior = 59
[walker@night_2]:resting
path_walk = story_military_5_walk
path_look = kamp_2
def_state_standing = sleep
turn_on_campfire = true
; патруль фронт
[logic@esc_smart_terrain_7_11_xcvb_night_3]
active = walker@night_3
suitable = {!surge_started =is_night} true
prior = 58
[walker@night_3]
path_walk = guard_1_walk
; у костра на 2м этаже
[logic@esc_smart_terrain_7_11_xcvb_night_4]
active = walker@night_4
suitable = {!surge_started =is_night} true
prior = 57
[walker@night_4]:resting
path_walk = story_military_6_walk
path_look = kamp_2
def_state_standing = sit_ass_drink_vodka
turn_on_campfire = true
help_wounded_enabled = true
; camp 1
[logic@esc_smart_terrain_7_11_xcvb_night_5]
active = animpoint@night_5
suitable = {!surge_started =is_night} true
prior = 56
[animpoint@night_5]:resting
cover_name = esc_smart_terrain_7_11_animpoint_kamp1
use_camp = true
turn_on_campfire = true
help_wounded_enabled = true
; camp 2
[logic@esc_smart_terrain_7_11_xcvb_night_6]
active = animpoint@night_6
suitable = {!surge_started =is_night} true
prior = 56
[animpoint@night_6]:resting
cover_name = esc_smart_terrain_7_11_animpoint_kamp3
use_camp = true
turn_on_campfire = true
help_wounded_enabled = true
; camp 3
[logic@esc_smart_terrain_7_11_xcvb_night_7]
active = animpoint@night_7
suitable = {!surge_started =is_night} true
prior = 55
[animpoint@night_7]:resting
cover_name = esc_smart_terrain_7_11_animpoint_kamp5
use_camp = true
turn_on_campfire = true
help_wounded_enabled = true
; будка слева
[logic@esc_smart_terrain_7_11_xcvb_night_8]
active = walker@night_8
suitable = {!surge_started =is_night} true
prior = 55
[walker@night_8]
path_walk = story_military_1_walk
path_look = story_military_1_look
; будка справа
[logic@esc_smart_terrain_7_11_xcvb_night_9]
active = walker@night_9
suitable = {!surge_started =is_night} true
prior = 54
[walker@night_9]
path_walk = story_military_2_walk
path_look = story_military_2_look
; патруль гараж
[logic@esc_smart_terrain_7_11_xcvb_night_10]
active = walker@night_10
suitable = {!surge_started =is_night} true
prior = 54
[walker@night_10]
path_walk = guard_3_walk
@@ -0,0 +1,27 @@
![animpoint@stand]
on_info3 = {=mechanic_sleep_time} beh@xcvb_sleep
[beh@xcvb_sleep]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
path_end = loop
on_info = {!mechanic_sleep_time} animpoint@stand
meet = no_meet
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
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
pt1 = 20000, sleep | pos: 0.7, 2.0711, 260.4 look: 1.7783, 0.96, 260.3152
@@ -0,0 +1,6 @@
![ph_door@close]
on_use = {!check_door_faction_time(stalker)} ph_door@open, ph_door@locked
![ph_door@near]
on_use = {!check_door_faction_time(stalker)} ph_door@open, ph_door@locked
@@ -0,0 +1,7 @@
![exclusive]
2_12_xcvb_night_1 = escape\esc_smart_terrain_2_12_smart_logic_xcvb.ltx
2_12_xcvb_night_2 = escape\esc_smart_terrain_2_12_smart_logic_xcvb.ltx
2_12_xcvb_night_3 = escape\esc_smart_terrain_2_12_smart_logic_xcvb.ltx
2_12_xcvb_night_4 = escape\esc_smart_terrain_2_12_smart_logic_xcvb.ltx
2_12_xcvb_night_5 = escape\esc_smart_terrain_2_12_smart_logic_xcvb.ltx
2_12_xcvb_night_6 = escape\esc_smart_terrain_2_12_smart_logic_xcvb.ltx
@@ -0,0 +1,23 @@
![exclusive]
esc_3_16_xcvb_day_1 = escape\esc_smart_terrain_3_16_smart_logic_xcvb.ltx
esc_3_16_xcvb_day_2 = escape\esc_smart_terrain_3_16_smart_logic_xcvb.ltx
esc_3_16_xcvb_day_3 = escape\esc_smart_terrain_3_16_smart_logic_xcvb.ltx
esc_3_16_xcvb_day_4 = escape\esc_smart_terrain_3_16_smart_logic_xcvb.ltx
esc_3_16_xcvb_day_5 = escape\esc_smart_terrain_3_16_smart_logic_xcvb.ltx
esc_3_16_xcvb_day_6 = escape\esc_smart_terrain_3_16_smart_logic_xcvb.ltx
esc_3_16_xcvb_day_7 = escape\esc_smart_terrain_3_16_smart_logic_xcvb.ltx
esc_3_16_xcvb_day_8 = escape\esc_smart_terrain_3_16_smart_logic_xcvb.ltx
esc_3_16_xcvb_night_1 = escape\esc_smart_terrain_3_16_smart_logic_xcvb.ltx
esc_3_16_xcvb_night_2 = escape\esc_smart_terrain_3_16_smart_logic_xcvb.ltx
esc_3_16_xcvb_night_3 = escape\esc_smart_terrain_3_16_smart_logic_xcvb.ltx
esc_3_16_xcvb_night_4 = escape\esc_smart_terrain_3_16_smart_logic_xcvb.ltx
esc_3_16_xcvb_night_5 = escape\esc_smart_terrain_3_16_smart_logic_xcvb.ltx
esc_3_16_xcvb_night_6 = escape\esc_smart_terrain_3_16_smart_logic_xcvb.ltx
esc_3_16_xcvb_night_7 = escape\esc_smart_terrain_3_16_smart_logic_xcvb.ltx
esc_3_16_xcvb_night_8 = escape\esc_smart_terrain_3_16_smart_logic_xcvb.ltx
esc_3_16_xcvb_night_9 = escape\esc_smart_terrain_3_16_smart_logic_xcvb.ltx
esc_3_16_xcvb_night_10 = escape\esc_smart_terrain_3_16_smart_logic_xcvb.ltx
esc_3_16_xcvb_night_11 = escape\esc_smart_terrain_3_16_smart_logic_xcvb.ltx
esc_3_16_xcvb_night_12 = escape\esc_smart_terrain_3_16_smart_logic_xcvb.ltx
@@ -0,0 +1,17 @@
![exclusive]
esc_5_7_xcvb_day_1 = escape\esc_smart_terrain_5_7_smart_logic_xcvb.ltx
esc_5_7_xcvb_day_2 = escape\esc_smart_terrain_5_7_smart_logic_xcvb.ltx
esc_5_7_xcvb_day_3 = escape\esc_smart_terrain_5_7_smart_logic_xcvb.ltx
esc_5_7_xcvb_day_4 = escape\esc_smart_terrain_5_7_smart_logic_xcvb.ltx
esc_5_7_xcvb_day_5 = escape\esc_smart_terrain_5_7_smart_logic_xcvb.ltx
esc_5_7_xcvb_night_1 = escape\esc_smart_terrain_5_7_smart_logic_xcvb.ltx
esc_5_7_xcvb_night_2 = escape\esc_smart_terrain_5_7_smart_logic_xcvb.ltx
esc_5_7_xcvb_night_3 = escape\esc_smart_terrain_5_7_smart_logic_xcvb.ltx
esc_5_7_xcvb_night_4 = escape\esc_smart_terrain_5_7_smart_logic_xcvb.ltx
esc_5_7_xcvb_night_5 = escape\esc_smart_terrain_5_7_smart_logic_xcvb.ltx
esc_5_7_xcvb_night_6 = escape\esc_smart_terrain_5_7_smart_logic_xcvb.ltx
esc_5_7_xcvb_night_7 = escape\esc_smart_terrain_5_7_smart_logic_xcvb.ltx
esc_5_7_xcvb_night_8 = escape\esc_smart_terrain_5_7_smart_logic_xcvb.ltx
esc_5_7_xcvb_night_9 = escape\esc_smart_terrain_5_7_smart_logic_xcvb.ltx
@@ -0,0 +1,4 @@
![exclusive]
esc_5_9_xcvb_day_1 = escape\esc_smart_terrain_5_9_smart_logic_xcvb.ltx
esc_5_9_xcvb_day_2 = escape\esc_smart_terrain_5_9_smart_logic_xcvb.ltx
esc_5_9_xcvb_day_3 = escape\esc_smart_terrain_5_9_smart_logic_xcvb.ltx
@@ -0,0 +1,31 @@
![exclusive]
!esc_smart_terrain_7_11_camp_work_1 = escape\esc_smart_terrain_7_11_smart_logic.ltx
!esc_smart_terrain_7_11_camp_work_2 = escape\esc_smart_terrain_7_11_smart_logic.ltx
!esc_smart_terrain_7_11_camp_work_3 = escape\esc_smart_terrain_7_11_smart_logic.ltx
!esc_smart_terrain_7_11_camp_work_4 = escape\esc_smart_terrain_7_11_smart_logic.ltx
!esc_smart_terrain_7_11_camp_work_5 = escape\esc_smart_terrain_7_11_smart_logic.ltx
esc_smart_terrain_7_11_xcvb_day_1 = escape\esc_smart_terrain_7_11_smart_logic_xcvb.ltx
esc_smart_terrain_7_11_xcvb_day_2 = escape\esc_smart_terrain_7_11_smart_logic_xcvb.ltx
esc_smart_terrain_7_11_xcvb_day_3 = escape\esc_smart_terrain_7_11_smart_logic_xcvb.ltx
esc_smart_terrain_7_11_xcvb_day_4 = escape\esc_smart_terrain_7_11_smart_logic_xcvb.ltx
esc_smart_terrain_7_11_xcvb_day_5 = escape\esc_smart_terrain_7_11_smart_logic_xcvb.ltx
esc_smart_terrain_7_11_xcvb_day_6 = escape\esc_smart_terrain_7_11_smart_logic_xcvb.ltx
esc_smart_terrain_7_11_xcvb_day_7 = escape\esc_smart_terrain_7_11_smart_logic_xcvb.ltx
esc_smart_terrain_7_11_xcvb_day_8 = escape\esc_smart_terrain_7_11_smart_logic_xcvb.ltx
esc_smart_terrain_7_11_xcvb_day_9 = escape\esc_smart_terrain_7_11_smart_logic_xcvb.ltx
esc_smart_terrain_7_11_xcvb_day_10 = escape\esc_smart_terrain_7_11_smart_logic_xcvb.ltx
esc_smart_terrain_7_11_xcvb_day_11 = escape\esc_smart_terrain_7_11_smart_logic_xcvb.ltx
esc_smart_terrain_7_11_xcvb_day_12 = escape\esc_smart_terrain_7_11_smart_logic_xcvb.ltx
esc_smart_terrain_7_11_xcvb_night_1 = escape\esc_smart_terrain_7_11_smart_logic_xcvb.ltx
esc_smart_terrain_7_11_xcvb_night_2 = escape\esc_smart_terrain_7_11_smart_logic_xcvb.ltx
esc_smart_terrain_7_11_xcvb_night_3 = escape\esc_smart_terrain_7_11_smart_logic_xcvb.ltx
esc_smart_terrain_7_11_xcvb_night_4 = escape\esc_smart_terrain_7_11_smart_logic_xcvb.ltx
esc_smart_terrain_7_11_xcvb_night_5 = escape\esc_smart_terrain_7_11_smart_logic_xcvb.ltx
esc_smart_terrain_7_11_xcvb_night_6 = escape\esc_smart_terrain_7_11_smart_logic_xcvb.ltx
esc_smart_terrain_7_11_xcvb_night_7 = escape\esc_smart_terrain_7_11_smart_logic_xcvb.ltx
esc_smart_terrain_7_11_xcvb_night_8 = escape\esc_smart_terrain_7_11_smart_logic_xcvb.ltx
esc_smart_terrain_7_11_xcvb_night_9 = escape\esc_smart_terrain_7_11_smart_logic_xcvb.ltx
esc_smart_terrain_7_11_xcvb_night_10 = escape\esc_smart_terrain_7_11_smart_logic_xcvb.ltx
@@ -0,0 +1,404 @@
[beh@general]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
meet = meet@general
wounded = wounded@ignore
use_camp = false
[meet@general]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
use = {=actor_enemy} false, {=dist_to_actor_le(3)} true, false
snd_on_use = {!dist_to_actor_le(3)} nil
meet_on_talking = false
[wounded@ignore]
hp_state = 0|wounded_heavy@help_heavy
hp_state_see = 0|wounded_heavy@help_heavy
hp_victim = 0|nil
hp_fight = 0|false
hp_cover = 0|false
; =======================
; ------------- DAY ---------------
; =======================
; guard east 1
[logic@gar_3_5_xcvb_day_1]
active = beh@day_1
suitable = {!surge_started !is_night} true
prior = 59
[beh@day_1]:beh@general
pt1 = 20000, guard | pos: -51.1, 1.421, 9.8 look: -44.7587, 0.4522, 10.4326
path_end = loop
gather_items_enabled = true
help_wounded_enabled = true
corpse_detection_enabled = true
; guard west 1
[logic@gar_3_5_xcvb_day_2]
active = beh@day_2
suitable = {!surge_started !is_night} true
prior = 59
[beh@day_2]:beh@general
pt1 = 20000, guard | pos: -121.8, 1.3454, 15.4 look: -150.2399, 0.3279, 10.0003
path_end = loop
gather_items_enabled = true
help_wounded_enabled = true
corpse_detection_enabled = true
; guard east sniper
[logic@gar_3_5_xcvb_day_3]
active = beh@day_3
suitable = {!surge_started !is_night =guard_has_sniper_rifle} true
prior = 58
[beh@day_3]:beh@general
pt1 = 20000, threat | pos: -58.1, 11.1728, 15.4 look: -0.5874, 0.4324, -10.2679
path_end = loop
; guard west sniper
[logic@gar_3_5_xcvb_day_4]
active = beh@day_4
suitable = {!surge_started !is_night =guard_has_sniper_rifle} true
prior = 58
[beh@day_4]:beh@general
pt1 = 20000, threat | pos: -110.6, 11.1728, 15.4 look: -154.3449, 0.1486, 4.4382
path_end = loop
; campfire 1
[logic@gar_3_5_xcvb_day_5]
active = animpoint@day_5
suitable = {!surge_started !is_night} true
prior = 57
[animpoint@day_5]
cover_name = gar_smart_terrain_3_5_animpoint_kamp2
use_camp = true
turn_on_campfire = true
; guard east second floor 1
[logic@gar_3_5_xcvb_day_6]
active = beh@day_6
suitable = {!surge_started !is_night =guard_has_rifle} true
prior = 57
[beh@day_6]:beh@general
pt1 = 20000, threat | pos: -44.8, 8.7836, 14.7 look: -12.0051, 0.3491, -5.142
path_end = loop
; guard west second floor 1
[logic@gar_3_5_xcvb_day_7]
active = walker@day_7
suitable = {!surge_started !is_night =guard_has_rifle} true
prior = 57
[walker@day_7]
path_walk = camper_2_walk
path_look = camper_2_look
; campfire 2
[logic@gar_3_5_xcvb_day_8]
active = animpoint@day_8
suitable = {!surge_started !is_night} true
prior = 56
[animpoint@day_8]
cover_name = gar_smart_terrain_3_5_animpoint_kamp4
use_camp = true
turn_on_campfire = true
; patrol east second floor
[logic@gar_3_5_xcvb_day_9]
active = beh@day_9
suitable = {!surge_started !is_night =guard_has_rifle} true
prior = 56
[beh@day_9]:beh@general
pt1 = 20000, guard | pos: -49, 5.4092, 18.9 look: -21.5267, 0.1068, -2.8867
pt2 = 20000, guard | pos: -48.3, 13.9932, 22.4 look: -11.7611, 0.2287, -2.8545
path_end = loop
wait_anim = guard
walk_anim = patrol
; guard west second floor 2
[logic@gar_3_5_xcvb_day_10]
active = walker@day_10
suitable = {!surge_started !is_night} true
prior = 56
[walker@day_10]
path_walk = camper_1_walk
path_look = camper_1_look
; patrol east
[logic@gar_3_5_xcvb_day_11]
active = beh@day_11
suitable = {!surge_started !is_night} true
prior = 55
[beh@day_11]:beh@general
pt1 = 20000, guard | pos: -78.4, 1.9611, 11.9 look: -73.1956, 0.9719, 12.0502
pt2 = 20000, guard | pos: -55.3, 1.4129, 14 look: -50.3338, 0.4172, 13.7154
path_end = loop
gather_items_enabled = true
help_wounded_enabled = true
corpse_detection_enabled = true
wait_anim = guard
walk_anim = patrol
; patrol west
[logic@gar_3_5_xcvb_day_12]
active = beh@day_12
suitable = {!surge_started !is_night} true
prior = 55
[beh@day_12]:beh@general
pt1 = 20000, guard | pos: -109.9, 1.7415, 7 look: -121.5709, 0.6213, 7.0045
pt2 = 20000, guard | pos: -109.9, 1.804, 13.3 look: -121.7849, 0.6212, 12.8587
path_end = loop
gather_items_enabled = true
help_wounded_enabled = true
corpse_detection_enabled = true
wait_anim = guard
walk_anim = patrol
[logic@gar_3_5_xcvb_day_13]
active = animpoint@day_13
suitable = {!surge_started !is_night} true
prior = 54
[animpoint@day_13]
cover_name = gar_smart_terrain_3_5_animpoint_kamp3
use_camp = true
turn_on_campfire = true
[logic@gar_3_5_xcvb_day_14]
active = animpoint@day_14
suitable = {!surge_started !is_night} true
prior = 54
[animpoint@day_14]
cover_name = gar_smart_terrain_3_5_animpoint_kamp5
use_camp = true
turn_on_campfire = true
; =======================
; ------------ NIGHT -------------
; =======================
; guard east 1
[logic@gar_3_5_xcvb_night_1]
active = beh@night_1
suitable = {!surge_started =is_night} true
prior = 59
[beh@night_1]:beh@general
pt1 = 20000, guard | pos: -51.1, 1.421, 9.8 look: -44.7587, 0.4522, 10.4326
path_end = loop
gather_items_enabled = true
help_wounded_enabled = true
corpse_detection_enabled = true
; patrol west 1
[logic@gar_3_5_xcvb_night_2]
active = beh@night_2
suitable = {!surge_started =is_night} true
prior = 59
[beh@night_2]:beh@general
pt1 = 20000, guard | pos: -109.9, 1.7415, 7 look: -121.5709, 0.6213, 7.0045
pt2 = 20000, guard | pos: -109.9, 1.804, 13.3 look: -121.7849, 0.6212, 12.8587
path_end = loop
gather_items_enabled = true
help_wounded_enabled = true
corpse_detection_enabled = true
wait_anim = guard
walk_anim = patrol
; sleep 1 (left 1)
[logic@gar_3_5_xcvb_night_3]
active = beh@night_3
suitable = {!surge_started =is_night} true
prior = 58
[beh@night_3]:beh@general
pt1 = 20000, sleep | pos: -79.8, 4.9741, -3.5 look: -79.7095, 3.8809, -1.4164
path_end = loop
meet = no_meet
; sleep 2 (right)
[logic@gar_3_5_xcvb_night_4]
active = beh@night_4
suitable = {!surge_started =is_night} true
prior = 58
[beh@night_4]:beh@general
pt1 = 20000, drunk_sit_ass | pos: -104.3, 1.7968, 23.8 look: -104.2339, 0.7109, 21.6678
path_end = loop
meet = no_meet
; patrol east second floor 1
[logic@gar_3_5_xcvb_night_5]
active = beh@night_5
suitable = {!surge_started =is_night =guard_has_rifle} true
prior = 57
[beh@night_5]:beh@general
pt1 = 20000, guard | pos: -49, 5.4092, 18.9 look: -21.5267, 0.1068, -2.8867
pt2 = 20000, guard | pos: -48.3, 13.9932, 22.4 look: -11.7611, 0.2287, -2.8545
path_end = loop
wait_anim = guard
walk_anim = patrol
; guard west second floor 1
[logic@gar_3_5_xcvb_night_6]
active = walker@night_6
suitable = {!surge_started =is_night =guard_has_rifle} true
prior = 57
[walker@night_6]
path_walk = camper_2_walk
path_look = camper_2_look
; sleep 3 (left 2)
[logic@gar_3_5_xcvb_night_7]
active = beh@night_7
suitable = {!surge_started =is_night} true
prior = 56
[beh@night_7]:beh@general
pt1 = 20000, drunk_sit_ass | pos: -87.5, 5.0065, -2.8 look: -85.4908, 3.883, -1.9575
path_end = loop
meet = no_meet
; sleep 4 (middle 1)
[logic@gar_3_5_xcvb_night_8]
active = beh@night_8
suitable = {!surge_started =is_night} true
prior = 56
[beh@night_8]:beh@general
pt1 = 20000, sleep | pos: -98, 2.5785, 12.6 look: -98.0764, 1.6868, 11.0483
path_end = loop
meet = no_meet
; guard east second floor 1
[logic@gar_3_5_xcvb_night_9]
active = beh@night_9
suitable = {!surge_started =is_night =guard_has_rifle} true
prior = 56
[beh@night_9]:beh@general
pt1 = 20000, threat | pos: -44.8, 8.7836, 14.7 look: -12.0051, 0.3491, -5.142
path_end = loop
; guard west second floor 2
[logic@gar_3_5_xcvb_night_10]
active = walker@night_10
suitable = {!surge_started =is_night =guard_has_rifle} true
prior = 56
[walker@night_10]
path_walk = camper_1_walk
path_look = camper_1_look
; sleep 5 (middle 2)
[logic@gar_3_5_xcvb_night_11]
active = beh@night_11
suitable = {!surge_started =is_night} true
prior = 55
[beh@night_11]:beh@general
pt1 = 20000, sleep | pos: -91.7, 2.5812, 11.9 look: -91.6694, 1.7719, 11.0932
path_end = loop
meet = no_meet
; campfire 1
[logic@gar_3_5_xcvb_night_12]
active = animpoint@night_12
suitable = {!surge_started =is_night} true
prior = 55
[animpoint@night_12]
cover_name = gar_smart_terrain_3_5_animpoint_kamp2
use_camp = true
turn_on_campfire = true
; campfire 2
[logic@gar_3_5_xcvb_night_13]
active = animpoint@night_13
suitable = {!surge_started =is_night} true
prior = 55
[animpoint@night_13]
cover_name = gar_smart_terrain_3_5_animpoint_kamp3
use_camp = true
turn_on_campfire = true
; campfire 3
[logic@gar_3_5_xcvb_night_14]
active = animpoint@night_14
suitable = {!surge_started =is_night} true
prior = 55
[animpoint@night_14]
cover_name = gar_smart_terrain_3_5_animpoint_kamp4
use_camp = true
turn_on_campfire = true
; campfire 4
[logic@gar_3_5_xcvb_night_15]
active = animpoint@night_15
suitable = {!surge_started =is_night} true
prior = 55
[animpoint@night_15]
cover_name = gar_smart_terrain_3_5_animpoint_kamp5
use_camp = true
turn_on_campfire = true
@@ -0,0 +1,27 @@
![animpoint@stand]
on_info = {=trader_sleep_time} beh@xcvb_sleep
[beh@xcvb_sleep]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
path_end = loop
on_info = {!trader_sleep_time} animpoint@stand
meet = no_meet
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
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
pt1 = 20000, drunk_sit_ass | pos: -105.7, 1.7293, -1.4 look: -103.7915, 0.7172, -1.4635
@@ -0,0 +1,32 @@
![exclusive]
gar_3_5_xcvb_day_1 = garbage\gar_smart_terrain_3_5_smart_logic_xcvb.ltx
gar_3_5_xcvb_day_2 = garbage\gar_smart_terrain_3_5_smart_logic_xcvb.ltx
gar_3_5_xcvb_day_3 = garbage\gar_smart_terrain_3_5_smart_logic_xcvb.ltx
gar_3_5_xcvb_day_4 = garbage\gar_smart_terrain_3_5_smart_logic_xcvb.ltx
gar_3_5_xcvb_day_5 = garbage\gar_smart_terrain_3_5_smart_logic_xcvb.ltx
gar_3_5_xcvb_day_6 = garbage\gar_smart_terrain_3_5_smart_logic_xcvb.ltx
gar_3_5_xcvb_day_7 = garbage\gar_smart_terrain_3_5_smart_logic_xcvb.ltx
gar_3_5_xcvb_day_8 = garbage\gar_smart_terrain_3_5_smart_logic_xcvb.ltx
gar_3_5_xcvb_day_9 = garbage\gar_smart_terrain_3_5_smart_logic_xcvb.ltx
gar_3_5_xcvb_day_10 = garbage\gar_smart_terrain_3_5_smart_logic_xcvb.ltx
gar_3_5_xcvb_day_11 = garbage\gar_smart_terrain_3_5_smart_logic_xcvb.ltx
gar_3_5_xcvb_day_12 = garbage\gar_smart_terrain_3_5_smart_logic_xcvb.ltx
gar_3_5_xcvb_day_13 = garbage\gar_smart_terrain_3_5_smart_logic_xcvb.ltx
gar_3_5_xcvb_day_14 = garbage\gar_smart_terrain_3_5_smart_logic_xcvb.ltx
gar_3_5_xcvb_night_1 = garbage\gar_smart_terrain_3_5_smart_logic_xcvb.ltx
gar_3_5_xcvb_night_2 = garbage\gar_smart_terrain_3_5_smart_logic_xcvb.ltx
gar_3_5_xcvb_night_3 = garbage\gar_smart_terrain_3_5_smart_logic_xcvb.ltx
gar_3_5_xcvb_night_4 = garbage\gar_smart_terrain_3_5_smart_logic_xcvb.ltx
gar_3_5_xcvb_night_5 = garbage\gar_smart_terrain_3_5_smart_logic_xcvb.ltx
gar_3_5_xcvb_night_6 = garbage\gar_smart_terrain_3_5_smart_logic_xcvb.ltx
gar_3_5_xcvb_night_7 = garbage\gar_smart_terrain_3_5_smart_logic_xcvb.ltx
gar_3_5_xcvb_night_8 = garbage\gar_smart_terrain_3_5_smart_logic_xcvb.ltx
gar_3_5_xcvb_night_9 = garbage\gar_smart_terrain_3_5_smart_logic_xcvb.ltx
gar_3_5_xcvb_night_10 = garbage\gar_smart_terrain_3_5_smart_logic_xcvb.ltx
gar_3_5_xcvb_night_11 = garbage\gar_smart_terrain_3_5_smart_logic_xcvb.ltx
gar_3_5_xcvb_night_12 = garbage\gar_smart_terrain_3_5_smart_logic_xcvb.ltx
gar_3_5_xcvb_night_13 = garbage\gar_smart_terrain_3_5_smart_logic_xcvb.ltx
gar_3_5_xcvb_night_14 = garbage\gar_smart_terrain_3_5_smart_logic_xcvb.ltx
gar_3_5_xcvb_night_15 = garbage\gar_smart_terrain_3_5_smart_logic_xcvb.ltx
@@ -0,0 +1,311 @@
[beh@general]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
meet = no_meet
wounded = wounded@ignore
use_camp = false
[meet@general]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
use = {=actor_enemy} false, {=dist_to_actor_le(3)} true, false
snd_on_use = {!dist_to_actor_le(3)} nil
meet_on_talking = false
[wounded@ignore]
hp_state = 0|wounded_heavy@help_heavy
hp_state_see = 0|wounded_heavy@help_heavy
hp_victim = 0|nil
hp_fight = 0|false
hp_cover = 0|false
; =======================
; ------------- DAY ---------------
; =======================
; patrol center
[logic@mar_10_5_xcvb_day_1]
active = walker@day_1
suitable = {!surge_started !is_night} true
prior = 59
[walker@day_1]
path_walk = walker_6_walk
path_look = walker_6_look
; minigun cover
[logic@mar_10_5_xcvb_day_2]
active = walker@day_2
suitable = {!surge_started !is_night} true
prior = 58
[walker@day_2]
path_walk = walker_4_walk
path_look = surge_7_walk
; guard 1
[logic@mar_10_5_xcvb_day_3]
active = walker@day_3
suitable = {!surge_started !is_night} true
prior = 57
[walker@day_3]
path_walk = guard_1_walk
path_look = guard_1_look
; guard 2
[logic@mar_10_5_xcvb_day_4]
active = walker@day_4
suitable = {!surge_started !is_night} true
prior = 57
[walker@day_4]
path_walk = guard_2_walk
path_look = guard_2_look
; guard 3
[logic@mar_10_5_xcvb_day_5]
active = walker@day_5
suitable = {!surge_started !is_night} true
prior = 57
[walker@day_5]
path_walk = guard_3_walk
path_look = guard_3_look
; patrol 1
[logic@mar_10_5_xcvb_day_6]
active = walker@day_6
suitable = {!surge_started !is_night} true
prior = 56
[walker@day_6]
path_walk = walker_1_walk
path_look = walker_1_look
; patrol 2
[logic@mar_10_5_xcvb_day_7]
active = walker@day_7
suitable = {!surge_started !is_night} true
prior = 56
[walker@day_7]
path_walk = walker_2_walk
path_look = walker_2_look
; guard center
[logic@mar_10_5_xcvb_day_8]
active = walker@day_8
suitable = {!surge_started !is_night} true
prior = 55
[walker@day_8]
path_walk = walker_5_walk
path_look = walker_5_look
; guard commander
[logic@mar_10_5_xcvb_day_9]
active = walker@day_9
suitable = {!surge_started !is_night} true
prior = 55
[walker@day_9]
path_walk = comander_walk
path_look = comander_look
def_state_standing = smoking_stand
; patrol house
[logic@mar_10_5_xcvb_day_10]
active = walker@day_10
suitable = {!surge_started !is_night} true
prior = 55
[walker@day_10]
path_walk = walker_3_walk
path_look = walker_3_look
; =======================
; ------------ NIGHT -------------
; =======================
; guard 1
[logic@mar_10_5_xcvb_night_1]
active = walker@night_1
suitable = {!surge_started =is_night} true
prior = 59
[walker@night_1]
path_walk = guard_1_walk
path_look = guard_1_look
; guard 2
[logic@mar_10_5_xcvb_night_2]
active = walker@night_2
suitable = {!surge_started =is_night} true
prior = 59
[walker@night_2]
path_walk = guard_2_walk
path_look = guard_2_look
; guard 3
[logic@mar_10_5_xcvb_night_3]
active = walker@night_3
suitable = {!surge_started =is_night} true
prior = 59
[walker@night_3]
path_walk = guard_3_walk
path_look = guard_3_look
; sleep 1 (sit)
[logic@mar_10_5_xcvb_night_4]
active = beh@night_4
suitable = {!surge_started =is_night} true
prior = 58
[beh@night_4]:beh@general
pt1 = 30000, sit_ass_drink_vodka | pos: 435.4, 4.3565, 264.6 look: 435.127, 3.5236, 260.1497
path_end = loop
help_wounded_enabled = true
meet = meet@general
turn_on_campfire = true
; sleep 2
[logic@mar_10_5_xcvb_night_5]
active = beh@night_5
suitable = {!surge_started =is_night} true
prior = 58
[beh@night_5]:beh@general
pt1 = 30000, sleep | pos: 432.6, 4.5149, 263.2 look: 436.6784, 3.3698, 263.7162
path_end = loop
; patrol house
[logic@mar_10_5_xcvb_night_6]
active = walker@night_6
suitable = {!surge_started =is_night} true
prior = 57
[walker@night_6]
path_walk = walker_3_walk
path_look = walker_3_look
; minigun cover
[logic@mar_10_5_xcvb_night_7]
active = walker@night_7
suitable = {!surge_started =is_night} true
prior = 57
[walker@night_7]
path_walk = walker_4_walk
path_look = surge_7_walk
def_state_standing = sit
; sleep 3
[logic@mar_10_5_xcvb_night_8]
active = beh@night_8
suitable = {!surge_started =is_night} true
prior = 56
[beh@night_8]:beh@general
pt1 = 30000, sleep | pos: 409.5, 4.503, 240.1 look: 409.9837, 3.5236, 236.5013
path_end = loop
; sleep 4
[logic@mar_10_5_xcvb_night_9]
active = beh@night_9
suitable = {!surge_started =is_night} true
prior = 56
[beh@night_9]:beh@general
pt1 = 30000, drunk_sit_ass | pos: 412.3, 4.5149, 238.7 look: 407.838, 3.3582, 238.7745
path_end = loop
turn_on_campfire = true
; patrol center
[logic@mar_10_5_xcvb_night_10]
active = walker@night_10
suitable = {!surge_started =is_night} true
prior = 55
[walker@night_10]
path_walk = walker_6_walk
path_look = walker_6_look
; sleep 5
[logic@mar_10_5_xcvb_night_11]
active = beh@night_11
suitable = {!surge_started =is_night} true
prior = 54
[beh@night_11]:beh@general
pt1 = 30000, sleep | pos: 435.4, 4.5239, 259.7 look: 432.8909, 3.454, 257.1245
path_end = loop
; patrol 1
[logic@mar_10_5_xcvb_night_12]
active = walker@night_12
suitable = {!surge_started =is_night} true
prior = 53
[walker@night_12]
path_walk = walker_1_walk
path_look = walker_1_look
; sleep 6
[logic@mar_10_5_xcvb_night_13]
active = beh@night_13
suitable = {!surge_started =is_night} true
prior = 52
[beh@night_13]:beh@general
pt1 = 30000, lay_on_bed | pos: 410.2, 4.5149, 236.6 look: 409.9215, 3.5095, 240.2922
path_end = loop
; patrol 2
[logic@mar_10_5_xcvb_night_14]
active = walker@night_14
suitable = {!surge_started =is_night} true
prior = 51
[walker@night_14]
path_walk = walker_2_walk
path_look = walker_2_look
@@ -0,0 +1,142 @@
[beh@general]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
meet = no_meet
wounded = wounded@ignore
use_camp = false
[meet@general]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
use = {=actor_enemy} false, {=dist_to_actor_le(3)} true, false
snd_on_use = {!dist_to_actor_le(3)} nil
meet_on_talking = false
[wounded@ignore]
hp_state = 0|wounded_heavy@help_heavy
hp_state_see = 0|wounded_heavy@help_heavy
hp_victim = 0|nil
hp_fight = 0|false
hp_cover = 0|false
; =======================
; ------------- DAY ---------------
; =======================
; guard west 1
[logic@mar_11_11_xcvb_day_1]
active = walker@day_1
suitable = {!surge_started !is_night} true
prior = 59
[walker@day_1]
path_walk = guard_1_walk
path_look = guard_1_look
; guard west 2
[logic@mar_11_11_xcvb_day_2]
active = walker@day_2
suitable = {!surge_started !is_night} true
prior = 59
[walker@day_2]
path_walk = guard_3_walk
path_look = guard_3_look
; guard north
[logic@mar_11_11_xcvb_day_3]
active = walker@day_3
suitable = {!surge_started !is_night} true
prior = 58
[walker@day_3]
path_walk = guard_2_walk
path_look = guard_2_look
; =======================
; ------------ NIGHT -------------
; =======================
; patrol
[logic@mar_11_11_xcvb_night_1]
active = walker@night_1
suitable = {!surge_started =is_night} true
prior = 59
[walker@night_1]
path_walk = walker_1_walk
path_look = walker_1_look
; guard west 1
[logic@mar_11_11_xcvb_night_2]
active = walker@night_2
suitable = {!surge_started =is_night} true
prior = 58
[walker@night_2]
path_walk = guard_1_walk
path_look = guard_1_look
; sleep 1
[logic@mar_11_11_xcvb_night_3]
active = beh@night_3
suitable = {!surge_started =is_night} true
prior = 59
[beh@night_3]:beh@general
pt1 = 45000, sleep | pos: 501.9, 3.7992, -150.5 look: 498.7207, 2.8129, -152.2903
path_end = loop
turn_on_campfire = true
; sleep 2
[logic@mar_11_11_xcvb_night_4]
active = beh@night_4
suitable = {!surge_started =is_night} true
prior = 58
[beh@night_4]:beh@general
pt1 = 45000, drunk_sit_ass | pos: 494.9, 3.7119, -156.1 look: 498.4277, 2.9478, -154.3581
path_end = loop
turn_on_campfire = true
; guard west 2
[logic@mar_11_11_xcvb_night_5]
active = walker@night_5
suitable = {!surge_started =is_night} true
prior = 57
[walker@night_5]
path_walk = guard_3_walk
path_look = guard_3_look
; sleep 3
[logic@mar_11_11_xcvb_night_6]
active = beh@night_6
suitable = {!surge_started =is_night} true
prior = 56
[beh@night_6]:beh@general
pt1 = 45000, lay_on_bed | pos: 499.1, 3.7952, -152.6 look: 499.4545, 2.7223, -155.5181
path_end = loop
@@ -0,0 +1,175 @@
[beh@general]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
meet = no_meet
wounded = wounded@ignore
use_camp = false
[meet@general]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
use = {=actor_enemy} false, {=dist_to_actor_le(3)} true, false
snd_on_use = {!dist_to_actor_le(3)} nil
meet_on_talking = false
[wounded@ignore]
hp_state = 0|wounded_heavy@help_heavy
hp_state_see = 0|wounded_heavy@help_heavy
hp_victim = 0|nil
hp_fight = 0|false
hp_cover = 0|false
; =======================
; ------------- DAY ---------------
; =======================
; guard east
[logic@mar_12_2_xcvb_day_1]
active = beh@day_1
suitable = {!surge_started !is_night} true
prior = 59
[beh@day_1]:beh@general
pt1 = 40000, guard | pos: 609.7, 4.1147, 427.7 look: 613.0648, 2.7196, 423.6296
path_end = loop
gather_items_enabled = true
help_wounded_enabled = true
corpse_detection_enabled = true
meet = meet@general
; patrol north-south
[logic@mar_12_2_xcvb_day_2]
active = beh@day_2
suitable = {!surge_started !is_night} true
prior = 58
[beh@day_2]:beh@general
pt1 = 30000, guard | pos: 592.2, 3.6976, 438.9 look: 591.9373, 2.6448, 442.8214
pt2 = 30000, guard | pos: 591.5, 3.9576, 424.9 look: 590.3548, 2.9413, 420.9118
path_end = loop
gather_items_enabled = true
help_wounded_enabled = true
corpse_detection_enabled = true
meet = meet@general
wait_anim = guard
walk_anim = patrol
; guard west
;[logic@mar_12_2_xcvb_day_2]
;active = beh@day_2
;suitable = {!surge_started !is_night} true
;prior = 58
;[beh@day_2]:beh@general
;pt1 = 40000, guard | pos: 599.2, 4.4711, 435.4 look: 594.1348, 2.7135, 437.7435
;path_end = loop
;gather_items_enabled = true
;help_wounded_enabled = true
;corpse_detection_enabled = true
;meet = meet@general
; guard south
;[logic@mar_12_2_xcvb_day_3]
;active = beh@day_3
;suitable = {!surge_started !is_night} true
;prior = 58
;[beh@day_3]:beh@general
;pt1 = 40000, guard | pos: 593.6, 4.0593, 419.3 look: 587.5345, 2.8664, 414.1022
;path_end = loop
;gather_items_enabled = true
;help_wounded_enabled = true
;corpse_detection_enabled = true
;meet = meet@general
; =======================
; ------------ NIGHT -------------
; =======================
; patrol
[logic@mar_12_2_xcvb_night_1]
active = beh@night_1
suitable = {!surge_started =is_night} true
prior = 59
[beh@night_1]:beh@general
pt1 = 30000, guard | pos: 592.2, 3.6976, 438.9 look: 591.9373, 2.6448, 442.8214
pt2 = 30000, guard | pos: 591.5, 3.9576, 424.9 look: 590.3548, 2.9413, 420.9118
path_end = loop
gather_items_enabled = true
help_wounded_enabled = true
corpse_detection_enabled = true
meet = meet@general
wait_anim = guard
walk_anim = patrol
; commander guard
[logic@mar_12_2_xcvb_night_2]
active = beh@night_2
suitable = {!surge_started =is_night} true
prior = 58
[beh@night_2]:beh@general
pt1 = 30000, guard | pos: 602, 4.5319, 434.7 look: 602.085, 3.1788, 430.4655
path_end = loop
gather_items_enabled = true
help_wounded_enabled = true
corpse_detection_enabled = true
meet = meet@general
wait_anim = guard
walk_anim = patrol
; sleep 1
[logic@mar_12_2_xcvb_night_3]
active = beh@night_3
suitable = {!surge_started =is_night} true
prior = 57
[beh@night_3]:beh@general
pt1 = 30000, sleep | pos: 622.3, 4.1835, 434.7 look: 622.3245, 3.22, 432.3022
path_end = loop
turn_on_campfire = true
; sleep 2
[logic@mar_12_2_xcvb_night_4]
active = beh@night_4
suitable = {!surge_started =is_night} true
prior = 56
[beh@night_4]:beh@general
pt1 = 30000, drunk_sit_ass | pos: 619.5, 4.2665, 435.4 look: 616.538, 3.3648, 433.6892
path_end = loop
meet = meet@general
turn_on_campfire = true
; sleep 3
[logic@mar_12_2_xcvb_night_5]
active = beh@night_5
suitable = {!surge_started =is_night} true
prior = 56
[beh@night_5]:beh@general
pt1 = 30000, sleep | pos: 622.3, 4.1928, 433.3 look: 622.3598, 3.1958, 435.2321
path_end = loop
meet = meet@general
turn_on_campfire = true
@@ -0,0 +1,260 @@
[beh@general]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
meet = no_meet
wounded = wounded@ignore
use_camp = false
[meet@general]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
use = {=actor_enemy} false, {=dist_to_actor_le(3)} true, false
snd_on_use = {!dist_to_actor_le(3)} nil
meet_on_talking = false
[wounded@ignore]
hp_state = 0|wounded_heavy@help_heavy
hp_state_see = 0|wounded_heavy@help_heavy
hp_victim = 0|nil
hp_fight = 0|false
hp_cover = 0|false
; =======================
; ------------- DAY ---------------
; =======================
; guard entrance
[logic@mar_3_3_xcvb_day_1]
active = walker@day_1
suitable = {!surge_started !is_night} true
prior = 59
[walker@day_1]
path_walk = guard_1_walk
path_look = guard_1_look
; patrol far
[logic@mar_3_3_xcvb_day_2]
active = walker@day_2
suitable = {!surge_started !is_night} true
prior = 58
[walker@day_2]
path_walk = walker_2_walk
path_look = walker_2_look
; campfire 1
[logic@mar_3_3_xcvb_day_3]
active = animpoint@day_3
suitable = {!surge_started !is_night} true
prior = 57
[animpoint@day_3]
cover_name = mar_smart_terrain_3_3_animpoint_kamp1
use_camp = true
turn_on_campfire = true
; patrol house
[logic@mar_3_3_xcvb_day_4]
active = beh@day_4
suitable = {!surge_started !is_night} true
prior = 57
[beh@day_4]:beh@general
pt1 = 40000, guard | pos: -175.7, 3.4362, 413.7 look: -175.9672, 2.4518, 409.1617
pt2 = 40000, guard | pos: -168, 3.5232, 413.7 look: -168.2749, 2.4663, 409.579
path_end = loop
gather_items_enabled = true
help_wounded_enabled = true
corpse_detection_enabled = true
meet = meet@general
wait_anim = guard
walk_anim = patrol
; campfire 2
[logic@mar_3_3_xcvb_day_5]
active = animpoint@day_5
suitable = {!surge_started !is_night} true
prior = 56
[animpoint@day_5]
cover_name = mar_smart_terrain_3_3_animpoint_kamp3
use_camp = true
turn_on_campfire = true
; commander stand
[logic@mar_3_3_xcvb_day_6]
active = walker@day_6
suitable = {!surge_started !is_night} true
prior = 56
[walker@day_6]
path_walk = comander_walk
path_look = comander_look
def_state_standing = smoking_stand
; patrol entrance
[logic@mar_3_3_xcvb_day_7]
active = walker@day_7
suitable = {!surge_started !is_night} true
prior = 55
[walker@day_7]
path_walk = walker_0_walk
path_look = walker_0_look
; patrol campfire
[logic@mar_3_3_xcvb_day_8]
active = walker@day_8
suitable = {!surge_started !is_night} true
prior = 54
[walker@day_8]
path_walk = walker_3_walk
path_look = walker_3_look
; campfire 3
[logic@mar_3_3_xcvb_day_9]
active = animpoint@day_9
suitable = {!surge_started !is_night} true
prior = 53
[animpoint@day_9]
cover_name = mar_smart_terrain_3_3_animpoint_kamp2
use_camp = true
turn_on_campfire = true
; campfire 4
[logic@mar_3_3_xcvb_day_10]
active = animpoint@day_10
suitable = {!surge_started !is_night} true
prior = 53
[animpoint@day_10]
cover_name = mar_smart_terrain_3_3_animpoint_kamp4
use_camp = true
turn_on_campfire = true
; campfire 5
[logic@mar_3_3_xcvb_day_11]
active = animpoint@day_11
suitable = {!surge_started !is_night} true
prior = 53
[animpoint@day_11]
cover_name = mar_smart_terrain_3_3_animpoint_kamp5
use_camp = true
turn_on_campfire = true
; =======================
; ------------ NIGHT -------------
; =======================
; guard entrance
[logic@mar_3_3_xcvb_night_1]
active = walker@night_1
suitable = {!surge_started =is_night} true
prior = 59
[walker@night_1]
path_walk = guard_1_walk
path_look = guard_1_look
; patrol house
[logic@mar_3_3_xcvb_night_2]
active = beh@night_2
suitable = {!surge_started =is_night} true
prior = 59
[beh@night_2]:beh@general
pt1 = 40000, guard | pos: -175.7, 3.4362, 413.7 look: -175.9672, 2.4518, 409.1617
pt2 = 40000, guard | pos: -168, 3.5232, 413.7 look: -168.2749, 2.4663, 409.579
path_end = loop
gather_items_enabled = true
help_wounded_enabled = true
corpse_detection_enabled = true
meet = meet@general
wait_anim = guard
walk_anim = patrol
; sleep 1
[logic@mar_3_3_xcvb_night_3]
active = beh@night_3
suitable = {!surge_started =is_night} true
prior = 58
[beh@night_3]:beh@general
pt1 = 30000, sleep | pos: -178.5, 5.5073, 420 look: -178.1389, 2.4183, 416.9119
path_end = loop
; sleep 2
[logic@mar_3_3_xcvb_night_4]
active = beh@night_4
suitable = {!surge_started =is_night} true
prior = 58
[beh@night_4]:beh@general
pt1 = 30000, drunk_sit_ass | pos: -178.5, 3.4638, 418.6 look: -177.4529, 2.4703, 415.633
path_end = loop
turn_on_campfire = true
; sleep 3
[logic@mar_3_3_xcvb_night_5]
active = beh@night_5
suitable = {!surge_started =is_night} true
prior = 57
[beh@night_5]:beh@general
pt1 = 30000, sleep | pos: -172.2, 3.5073, 416.5 look: -172.3066, 2.4025, 420.0448
path_end = loop
; patrol far
[logic@mar_3_3_xcvb_night_6]
active = walker@night_6
suitable = {!surge_started =is_night} true
prior = 56
[walker@night_6]
path_walk = walker_2_walk
path_look = walker_2_look
; sleep 4
[logic@mar_3_3_xcvb_night_7]
active = beh@night_7
suitable = {!surge_started =is_night} true
prior = 55
[beh@night_7]:beh@general
pt1 = 30000, sleep | pos: -171.5, 3.4399, 420 look: -171.6276, 2.4299, 416.8643
path_end = loop
@@ -0,0 +1,155 @@
[beh@general]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
meet = no_meet
wounded = wounded@ignore
use_camp = false
[meet@general]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
use = {=actor_enemy} false, {=dist_to_actor_le(3)} true, false
snd_on_use = {!dist_to_actor_le(3)} nil
meet_on_talking = false
[wounded@ignore]
hp_state = 0|wounded_heavy@help_heavy
hp_state_see = 0|wounded_heavy@help_heavy
hp_victim = 0|nil
hp_fight = 0|false
hp_cover = 0|false
; =======================
; ------------- DAY ---------------
; =======================
; guard front
[logic@mar_5_12_xcvb_day_1]
active = walker@day_1
suitable = {!surge_started !is_night} true
prior = 59
[walker@day_1]
path_walk = guard_1_walk
path_look = guard_1_look
; patrol back
[logic@mar_5_12_xcvb_day_2]
active = beh@day_2
suitable = {!surge_started !is_night} true
prior = 58
[beh@day_2]:beh@general
pt1 = 30000, guard | pos: 25.9, 4.1835, -247.1 look: 26.597, 3.0117, -253.3061
pt2 = 30000, guard | pos: 17.5, 3.4757, -234.5 look: 13.5348, 1.9825, -233.1249
path_end = loop
gather_items_enabled = true
help_wounded_enabled = true
corpse_detection_enabled = true
meet = meet@general
wait_anim = guard
walk_anim = patrol
; patrol top
[logic@mar_5_12_xcvb_day_3]
active = beh@day_3
suitable = {!surge_started !is_night} true
prior = 57
[beh@day_3]:beh@general
pt1 = 30000, guard | pos: 35.7, 7.0603, -216.3 look: 38.8778, 6.5277, -215.6046
pt2 = 30000, guard | pos: 23.1, 7.5249, -214.2 look: 21.5827, 7.0507, -212.0634
path_end = loop
gather_items_enabled = true
help_wounded_enabled = true
corpse_detection_enabled = true
meet = meet@general
wait_anim = guard
walk_anim = patrol
; =======================
; ------------ NIGHT -------------
; =======================
; guard front
[logic@mar_5_12_xcvb_night_1]
active = walker@night_1
suitable = {!surge_started =is_night} true
prior = 59
[walker@night_1]
path_walk = guard_1_walk
path_look = guard_1_look
; guard in the back
[logic@mar_5_12_xcvb_night_2]
active = beh@night_2
suitable = {!surge_started =is_night} true
prior = 58
[beh@night_2]:beh@general
pt1 = 30000, guard | pos: 25.9, 4.1835, -247.1 look: 26.597, 3.0117, -253.3061
pt2 = 30000, guard | pos: 17.5, 3.4757, -234.5 look: 13.5348, 1.9825, -233.1249
path_end = loop
gather_items_enabled = true
help_wounded_enabled = true
corpse_detection_enabled = true
meet = meet@general
wait_anim = guard
walk_anim = patrol
; sleep 1
[logic@mar_5_12_xcvb_night_3]
active = beh@night_3
suitable = {!surge_started =is_night} true
prior = 57
[beh@night_3]:beh@general
pt1 = 30000, sleep | pos: 39.9, 3.9128, -246.4 look: 36.6074, 2.915, -243.0247
path_end = loop
turn_on_campfire = true
; sleep 2
[logic@mar_5_12_xcvb_night_4]
active = beh@night_4
suitable = {!surge_started =is_night} true
prior = 57
[beh@night_4]:beh@general
pt1 = 120000, eat_vodka | pos: 37.1, 3.9128, -245 look: 40.1729, 2.8366, -241.4482
pt2 = 45000, smoking_stand | pos: 39.2, 3.9377, -232.4 look: 39.1403, 3.0107, -227.8787
path_end = loop
help_wounded_enabled = true
meet = meet@general
turn_on_campfire = true
; sleep 3
[logic@mar_5_12_xcvb_night_5]
active = beh@night_5
suitable = {!surge_started =is_night} true
prior = 57
[beh@night_5]:beh@general
pt1 = 30000, lay_on_bed | pos: 41.3, 3.9128, -245 look: 43.2124, 2.915, -242.9656
path_end = loop
@@ -0,0 +1,177 @@
[beh@general]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
meet = no_meet
wounded = wounded@ignore
use_camp = false
[meet@general]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
use = {=actor_enemy} false, {=dist_to_actor_le(3)} true, false
snd_on_use = {!dist_to_actor_le(3)} nil
meet_on_talking = false
[wounded@ignore]
hp_state = 0|wounded_heavy@help_heavy
hp_state_see = 0|wounded_heavy@help_heavy
hp_victim = 0|nil
hp_fight = 0|false
hp_cover = 0|false
; =======================
; ------------- DAY ---------------
; =======================
; guard sniper north-east
[logic@mar_5_8_xcvb_day_1]
active = walker@day_1
suitable = {!surge_started !is_night =guard_has_rifle} true
prior = 59
[walker@day_1]
path_walk = guard_5_walk
path_look = guard_5_look
; guard south
[logic@mar_5_8_xcvb_day_2]
active = walker@day_2
suitable = {!surge_started !is_night} true
prior = 58
[walker@day_2]
path_walk = guard_4_walk
path_look = guard_4_look
; guard east
[logic@mar_5_8_xcvb_day_3]
active = walker@day_3
suitable = {!surge_started !is_night} true
prior = 58
[walker@day_3]
path_walk = comander_walk
path_look = comander_look
; patrol roof all sides
[logic@mar_5_8_xcvb_day_4]
active = walker@day_4
suitable = {!surge_started !is_night =guard_has_rifle} true
prior = 55
[walker@day_4]
path_walk = walker_1_walk
path_look = walker_1_look
; patrol roof all sides sniper
[logic@mar_5_8_xcvb_day_5]
active = walker@day_5
suitable = {!surge_started !is_night =guard_has_sniper_rifle} true
prior = 56
[walker@day_5]
path_walk = guard_3_walk
path_look = guard_3_look
; =======================
; ------------ NIGHT -------------
; =======================
; guard south
[logic@mar_5_8_xcvb_night_1]
active = walker@night_1
suitable = {!surge_started =is_night} true
prior = 59
[walker@night_1]
path_walk = guard_4_walk
path_look = guard_4_look
; guard east
[logic@mar_5_8_xcvb_night_2]
active = walker@night_2
suitable = {!surge_started =is_night} true
prior = 59
[walker@night_2]
path_walk = comander_walk
path_look = comander_look
; sleep 1
[logic@mar_5_8_xcvb_night_3]
active = beh@night_3
suitable = {!surge_started =is_night} true
prior = 58
[beh@night_3]:beh@general
pt1 = 30000, drunk_sit_ass | pos: -4.9, 4.3565, 13.3 look: -4.6469, 3.3276, 10.6623
path_end = loop
; sleep 2
[logic@mar_5_8_xcvb_night_4]
active = beh@night_4
suitable = {!surge_started =is_night} true
prior = 58
[beh@night_4]:beh@general
pt1 = 30000, sit_ass_drink_vodka | pos: 0.7, 4.3353, 9.1 look: 1.5006, 3.3476, 12.6986
path_end = loop
gather_items_enabled = true
help_wounded_enabled = true
corpse_detection_enabled = true
meet = meet@general
; guard north
[logic@mar_5_8_xcvb_night_5]
active = walker@night_5
suitable = {!surge_started =is_night} true
prior = 57
[walker@night_5]
path_walk = guard_6_walk
path_look = guard_6_look
; sleep 3
[logic@mar_5_8_xcvb_night_6]
active = beh@night_6
suitable = {!surge_started =is_night} true
prior = 56
[beh@night_6]:beh@general
pt1 = 30000, drunk_sit_ass | pos: -6.3, 4.3432, 11.9 look: -2.8228, 3.3615, 11.7368
path_end = loop
; patrol roof all sides
[logic@mar_5_8_xcvb_night_7]
active = walker@night_7
suitable = {!surge_started =is_night =guard_has_rifle} true
prior = 55
[walker@night_7]
path_walk = walker_1_walk
path_look = walker_1_look
@@ -0,0 +1,160 @@
[beh@general]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
meet = no_meet
wounded = wounded@ignore
use_camp = false
[meet@general]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
use = {=actor_enemy} false, {=dist_to_actor_le(3)} true, false
snd_on_use = {!dist_to_actor_le(3)} nil
meet_on_talking = false
[wounded@ignore]
hp_state = 0|wounded_heavy@help_heavy
hp_state_see = 0|wounded_heavy@help_heavy
hp_victim = 0|nil
hp_fight = 0|false
hp_cover = 0|false
; =======================
; ------------- DAY ---------------
; =======================
; guard north
[logic@mar_8_11_xcvb_day_1]
active = walker@day_1
suitable = {!surge_started !is_night} true
prior = 59
[walker@day_1]
path_walk = guard_2_walk
path_look = guard_2_look
; guard west and south
[logic@mar_8_11_xcvb_day_2]
active = beh@day_2
suitable = {!surge_started !is_night} true
prior = 58
[beh@day_2]:beh@general
pt1 = 45000, guard | pos: 285.6, 1.1399, -161 look: 272.238, 0.2852, -161.6724
pt2 = 30000, guard | pos: 292.6, 1.1399, -167.3 look: 292.8369, 0.1075, -170.9765
path_end = loop
gather_items_enabled = true
help_wounded_enabled = true
corpse_detection_enabled = true
meet = meet@general
wait_anim = guard
walk_anim = patrol
; guard top
[logic@mar_8_11_xcvb_day_3]
active = walker@day_3
suitable = {!surge_started !is_night =guard_has_rifle} true
prior = 57
[walker@day_3]
path_walk = walker_4_walk
path_look = walker_4_look
; =======================
; ------------ NIGHT -------------
; =======================
; guard north
[logic@mar_8_11_xcvb_night_1]
active = walker@night_1
suitable = {!surge_started =is_night} true
prior = 59
[walker@night_1]
path_walk = guard_2_walk
path_look = guard_2_look
; guard south
[logic@mar_8_11_xcvb_night_2]
active = beh@night_2
suitable = {!surge_started =is_night} true
prior = 58
[beh@night_2]:beh@general
pt1 = 45000, guard | pos: 285.6, 1.1399, -161 look: 272.238, 0.2852, -161.6724
path_end = loop
gather_items_enabled = true
help_wounded_enabled = true
corpse_detection_enabled = true
meet = meet@general
; sit drink vodka then go smoke at south
[logic@mar_8_11_xcvb_night_3]
active = beh@night_3
suitable = {!surge_started =is_night} true
prior = 57
[beh@night_3]:beh@general
pt1 = 120000, eat_vodka | pos: 296.1, 1.7368, -158.9 look: 294.6624, 0.6654, -163.4711
pt2 = 50000, smoking_stand | pos: 292.6, 1.1399, -167.3 look: 292.8369, 0.1075, -170.9765
path_end = loop
gather_items_enabled = true
help_wounded_enabled = true
corpse_detection_enabled = true
meet = meet@general
wait_anim = guard
walk_anim = patrol
turn_on_campfire = true
; sleep 1
[logic@mar_8_11_xcvb_night_4]
active = beh@night_4
suitable = {!surge_started =is_night} true
prior = 56
[beh@night_4]:beh@general
pt1 = 30000, sleep | pos: 296.8, 1.7301, -163.1 look: 296.9518, 0.7345, -158.642
path_end = loop
turn_on_campfire = true
; sleep 2
[logic@mar_8_11_xcvb_night_5]
active = beh@night_5
suitable = {!surge_started =is_night} true
prior = 56
[beh@night_5]:beh@general
pt1 = 30000, sleep | pos: 298.9, 1.7168, -161 look: 294.3969, 0.6664, -161.0374
path_end = loop
; guard top
[logic@mar_8_11_xcvb_night_6]
active = walker@night_6
suitable = {!surge_started =is_night =guard_has_rifle} true
prior = 55
[walker@night_6]
path_walk = walker_4_walk
path_look = walker_4_look
@@ -0,0 +1,27 @@
![animpoint@base]
on_info2 = {=trader_sleep_time} beh@xcvb_sleep
[beh@xcvb_sleep]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
path_end = loop
on_info = {!trader_sleep_time} animpoint@base
meet = no_meet
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
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
pt1 = 20000, sleep | pos: -182, 2.0061, -324.1 look: -180.3908, 1.0067, -324.0169
@@ -0,0 +1,28 @@
![animpoint@bar]
on_info2 = {=trader_sleep_time} beh@xcvb_sleep
[beh@xcvb_sleep]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
path_end = loop
on_info = {!trader_sleep_time} animpoint@bar
meet = no_meet
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
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
pt1 = 20000, sleep | pos: -132.3, 2.2834, -272.3 look: -132.1546, 1.2935, -274.2581
@@ -0,0 +1,28 @@
![animpoint@sit]:animpoint@presets
on_info3 = {=mechanic_sleep_time} beh@xcvb_sleep
[beh@xcvb_sleep]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
path_end = loop
on_info = {!mechanic_sleep_time} animpoint@sit
meet = no_meet
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
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
pt1 = 20000, drunk_sit_ass | pos: -133.7, 3.5747, -305.9 look: -134.4684, 2.565, -306.6042
@@ -0,0 +1,27 @@
![animpoint@base]
on_info = {=medic_sleep_time} beh@xcvb_sleep
[beh@xcvb_sleep]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
path_end = loop
on_info = {!medic_sleep_time} animpoint@base
meet = no_meet
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
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
pt1 = 20000, sleep | pos: -176.4, 6.5951, -274.4 look: -178.679, 4.7911, -274.3393
@@ -0,0 +1,26 @@
![exclusive]
mar_10_5_xcvb_day_1 = marsh\mar_smart_terrain_10_5_smart_logic_xcvb.ltx
mar_10_5_xcvb_day_2 = marsh\mar_smart_terrain_10_5_smart_logic_xcvb.ltx
mar_10_5_xcvb_day_3 = marsh\mar_smart_terrain_10_5_smart_logic_xcvb.ltx
mar_10_5_xcvb_day_4 = marsh\mar_smart_terrain_10_5_smart_logic_xcvb.ltx
mar_10_5_xcvb_day_5 = marsh\mar_smart_terrain_10_5_smart_logic_xcvb.ltx
mar_10_5_xcvb_day_6 = marsh\mar_smart_terrain_10_5_smart_logic_xcvb.ltx
mar_10_5_xcvb_day_7 = marsh\mar_smart_terrain_10_5_smart_logic_xcvb.ltx
mar_10_5_xcvb_day_8 = marsh\mar_smart_terrain_10_5_smart_logic_xcvb.ltx
mar_10_5_xcvb_day_9 = marsh\mar_smart_terrain_10_5_smart_logic_xcvb.ltx
mar_10_5_xcvb_day_10 = marsh\mar_smart_terrain_10_5_smart_logic_xcvb.ltx
mar_10_5_xcvb_night_1 = marsh\mar_smart_terrain_10_5_smart_logic_xcvb.ltx
mar_10_5_xcvb_night_2 = marsh\mar_smart_terrain_10_5_smart_logic_xcvb.ltx
mar_10_5_xcvb_night_3 = marsh\mar_smart_terrain_10_5_smart_logic_xcvb.ltx
mar_10_5_xcvb_night_4 = marsh\mar_smart_terrain_10_5_smart_logic_xcvb.ltx
mar_10_5_xcvb_night_5 = marsh\mar_smart_terrain_10_5_smart_logic_xcvb.ltx
mar_10_5_xcvb_night_6 = marsh\mar_smart_terrain_10_5_smart_logic_xcvb.ltx
mar_10_5_xcvb_night_7 = marsh\mar_smart_terrain_10_5_smart_logic_xcvb.ltx
mar_10_5_xcvb_night_8 = marsh\mar_smart_terrain_10_5_smart_logic_xcvb.ltx
mar_10_5_xcvb_night_9 = marsh\mar_smart_terrain_10_5_smart_logic_xcvb.ltx
mar_10_5_xcvb_night_10 = marsh\mar_smart_terrain_10_5_smart_logic_xcvb.ltx
mar_10_5_xcvb_night_11 = marsh\mar_smart_terrain_10_5_smart_logic_xcvb.ltx
mar_10_5_xcvb_night_12 = marsh\mar_smart_terrain_10_5_smart_logic_xcvb.ltx
mar_10_5_xcvb_night_13 = marsh\mar_smart_terrain_10_5_smart_logic_xcvb.ltx
mar_10_5_xcvb_night_14 = marsh\mar_smart_terrain_10_5_smart_logic_xcvb.ltx
@@ -0,0 +1,11 @@
![exclusive]
mar_11_11_xcvb_day_1 = marsh\mar_smart_terrain_11_11_smart_logic_xcvb.ltx
mar_11_11_xcvb_day_2 = marsh\mar_smart_terrain_11_11_smart_logic_xcvb.ltx
mar_11_11_xcvb_day_3 = marsh\mar_smart_terrain_11_11_smart_logic_xcvb.ltx
mar_11_11_xcvb_night_1 = marsh\mar_smart_terrain_11_11_smart_logic_xcvb.ltx
mar_11_11_xcvb_night_2 = marsh\mar_smart_terrain_11_11_smart_logic_xcvb.ltx
mar_11_11_xcvb_night_3 = marsh\mar_smart_terrain_11_11_smart_logic_xcvb.ltx
mar_11_11_xcvb_night_4 = marsh\mar_smart_terrain_11_11_smart_logic_xcvb.ltx
mar_11_11_xcvb_night_5 = marsh\mar_smart_terrain_11_11_smart_logic_xcvb.ltx
mar_11_11_xcvb_night_6 = marsh\mar_smart_terrain_11_11_smart_logic_xcvb.ltx
@@ -0,0 +1,11 @@
![exclusive]
mar_12_2_xcvb_day_1 = marsh\mar_smart_terrain_12_2_smart_logic_xcvb.ltx
mar_12_2_xcvb_day_2 = marsh\mar_smart_terrain_12_2_smart_logic_xcvb.ltx
;mar_12_2_xcvb_day_3 = marsh\mar_smart_terrain_12_2_smart_logic_xcvb.ltx
mar_12_2_xcvb_night_1 = marsh\mar_smart_terrain_12_2_smart_logic_xcvb.ltx
mar_12_2_xcvb_night_2 = marsh\mar_smart_terrain_12_2_smart_logic_xcvb.ltx
mar_12_2_xcvb_night_3 = marsh\mar_smart_terrain_12_2_smart_logic_xcvb.ltx
mar_12_2_xcvb_night_4 = marsh\mar_smart_terrain_12_2_smart_logic_xcvb.ltx
mar_12_2_xcvb_night_5 = marsh\mar_smart_terrain_12_2_smart_logic_xcvb.ltx
@@ -0,0 +1,20 @@
![exclusive]
mar_3_3_xcvb_day_1 = marsh\mar_smart_terrain_3_3_smart_logic_xcvb.ltx
mar_3_3_xcvb_day_2 = marsh\mar_smart_terrain_3_3_smart_logic_xcvb.ltx
mar_3_3_xcvb_day_3 = marsh\mar_smart_terrain_3_3_smart_logic_xcvb.ltx
mar_3_3_xcvb_day_4 = marsh\mar_smart_terrain_3_3_smart_logic_xcvb.ltx
mar_3_3_xcvb_day_5 = marsh\mar_smart_terrain_3_3_smart_logic_xcvb.ltx
mar_3_3_xcvb_day_6 = marsh\mar_smart_terrain_3_3_smart_logic_xcvb.ltx
mar_3_3_xcvb_day_7 = marsh\mar_smart_terrain_3_3_smart_logic_xcvb.ltx
mar_3_3_xcvb_day_8 = marsh\mar_smart_terrain_3_3_smart_logic_xcvb.ltx
mar_3_3_xcvb_day_9 = marsh\mar_smart_terrain_3_3_smart_logic_xcvb.ltx
mar_3_3_xcvb_day_10 = marsh\mar_smart_terrain_3_3_smart_logic_xcvb.ltx
mar_3_3_xcvb_day_11 = marsh\mar_smart_terrain_3_3_smart_logic_xcvb.ltx
mar_3_3_xcvb_night_1 = marsh\mar_smart_terrain_3_3_smart_logic_xcvb.ltx
mar_3_3_xcvb_night_2 = marsh\mar_smart_terrain_3_3_smart_logic_xcvb.ltx
mar_3_3_xcvb_night_3 = marsh\mar_smart_terrain_3_3_smart_logic_xcvb.ltx
mar_3_3_xcvb_night_4 = marsh\mar_smart_terrain_3_3_smart_logic_xcvb.ltx
mar_3_3_xcvb_night_5 = marsh\mar_smart_terrain_3_3_smart_logic_xcvb.ltx
mar_3_3_xcvb_night_6 = marsh\mar_smart_terrain_3_3_smart_logic_xcvb.ltx
mar_3_3_xcvb_night_7 = marsh\mar_smart_terrain_3_3_smart_logic_xcvb.ltx
@@ -0,0 +1,10 @@
![exclusive]
mar_5_12_xcvb_day_1 = marsh\mar_smart_terrain_5_12_smart_logic_xcvb.ltx
mar_5_12_xcvb_day_2 = marsh\mar_smart_terrain_5_12_smart_logic_xcvb.ltx
mar_5_12_xcvb_day_3 = marsh\mar_smart_terrain_5_12_smart_logic_xcvb.ltx
mar_5_12_xcvb_night_1 = marsh\mar_smart_terrain_5_12_smart_logic_xcvb.ltx
mar_5_12_xcvb_night_2 = marsh\mar_smart_terrain_5_12_smart_logic_xcvb.ltx
mar_5_12_xcvb_night_3 = marsh\mar_smart_terrain_5_12_smart_logic_xcvb.ltx
mar_5_12_xcvb_night_4 = marsh\mar_smart_terrain_5_12_smart_logic_xcvb.ltx
mar_5_12_xcvb_night_5 = marsh\mar_smart_terrain_5_12_smart_logic_xcvb.ltx
@@ -0,0 +1,16 @@
@[exclusive]
override = false
mar_5_8_xcvb_day_1 = marsh\mar_smart_terrain_5_8_smart_logic_xcvb.ltx
mar_5_8_xcvb_day_2 = marsh\mar_smart_terrain_5_8_smart_logic_xcvb.ltx
mar_5_8_xcvb_day_3 = marsh\mar_smart_terrain_5_8_smart_logic_xcvb.ltx
mar_5_8_xcvb_day_4 = marsh\mar_smart_terrain_5_8_smart_logic_xcvb.ltx
mar_5_8_xcvb_day_5 = marsh\mar_smart_terrain_5_8_smart_logic_xcvb.ltx
mar_5_8_xcvb_night_1 = marsh\mar_smart_terrain_5_8_smart_logic_xcvb.ltx
mar_5_8_xcvb_night_2 = marsh\mar_smart_terrain_5_8_smart_logic_xcvb.ltx
mar_5_8_xcvb_night_3 = marsh\mar_smart_terrain_5_8_smart_logic_xcvb.ltx
mar_5_8_xcvb_night_4 = marsh\mar_smart_terrain_5_8_smart_logic_xcvb.ltx
mar_5_8_xcvb_night_5 = marsh\mar_smart_terrain_5_8_smart_logic_xcvb.ltx
mar_5_8_xcvb_night_6 = marsh\mar_smart_terrain_5_8_smart_logic_xcvb.ltx
mar_5_8_xcvb_night_7 = marsh\mar_smart_terrain_5_8_smart_logic_xcvb.ltx
@@ -0,0 +1,11 @@
![exclusive]
mar_8_11_xcvb_day_1 = marsh\mar_smart_terrain_8_11_smart_logic_xcvb.ltx
mar_8_11_xcvb_day_2 = marsh\mar_smart_terrain_8_11_smart_logic_xcvb.ltx
mar_8_11_xcvb_day_3 = marsh\mar_smart_terrain_8_11_smart_logic_xcvb.ltx
mar_8_11_xcvb_night_1 = marsh\mar_smart_terrain_8_11_smart_logic_xcvb.ltx
mar_8_11_xcvb_night_2 = marsh\mar_smart_terrain_8_11_smart_logic_xcvb.ltx
mar_8_11_xcvb_night_3 = marsh\mar_smart_terrain_8_11_smart_logic_xcvb.ltx
mar_8_11_xcvb_night_4 = marsh\mar_smart_terrain_8_11_smart_logic_xcvb.ltx
mar_8_11_xcvb_night_5 = marsh\mar_smart_terrain_8_11_smart_logic_xcvb.ltx
mar_8_11_xcvb_night_6 = marsh\mar_smart_terrain_8_11_smart_logic_xcvb.ltx
@@ -0,0 +1,243 @@
[beh@general]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
gather_items_enabled = true
help_wounded_enabled = true
corpse_detection_enabled = true
meet = meet@general
wounded = wounded@ignore
use_camp = false
path_end = loop
[beh@combat]:beh@general
walk_dist = 25
jog_dist = 220
wait_anim = patrol
walk_anim = patrol
jog_anim = patrol
run_anim = patrol
sound_idle = state
[beh@campfire]:beh@general
turn_on_campfire = true
sound_idle = state
[beh@sleep]:beh@general
gather_items_enabled = false
corpse_detection_enabled = false
meet = no_meet
[meet@general]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
use = {=actor_enemy} false, {=dist_to_actor_le(3)} true, false
snd_on_use = {!dist_to_actor_le(3)} nil
meet_on_talking = false
[wounded@ignore]
hp_state = 0|wounded_heavy@help_heavy
hp_state_see = 0|wounded_heavy@help_heavy
hp_victim = 0|nil
hp_fight = 0|false
hp_cover = 0|false
; =======================
; ------------- DAY ---------------
; =======================
; ------------- 59
; (guard 1 east)
[logic@mil_2_2_xcvb_day_1]
active = beh@day_1
suitable = {!surge_started !is_night} true
prior = 59
[beh@day_1]:beh@combat
pt1 = 20000, guard | pos: -336.7, -12.4003, 382.9 look: -333.4542, -13.3996, 378.0165
; (guard 3 west)
[logic@mil_2_2_xcvb_day_2]
active = beh@day_2
suitable = {!surge_started !is_night} true
prior = 59
[beh@day_2]:beh@combat
pt1 = 20000, guard | pos: -376.6, -13.0397, 394.8 look: -382.3817, -14.0413, 396.2115
; ------------- 58
; (patrol)
[logic@mil_2_2_xcvb_day_3]
active = beh@day_3
suitable = {!surge_started !is_night} true
prior = 58
[beh@day_3]:beh@combat
pt1 = 20000, guard | pos: -369.6, -13.0696, 395.5 look: -373.8237, -14.0272, 396.8113
pt2 = 20000, guard | pos: -341.6, -12.5736, 387.1 look: -337.3492, -13.5052, 385.9063
; (guard 2 east)
[logic@mil_2_2_xcvb_day_4]
active = beh@day_4
suitable = {!surge_started !is_night} true
prior = 58
[beh@day_4]:beh@combat
pt1 = 20000, guard | pos: -369.6, -13.0696, 395.5 look: -373.8237, -14.0272, 396.8113
; ------------- 57
; (guard 2 west)
[logic@mil_2_2_xcvb_day_5]
active = beh@day_5
suitable = {!surge_started !is_night} true
prior = 57
[beh@day_5]:beh@combat
pt1 = 20000, guard | pos: -374.5, -12.9144, 400.4 look: -380.4674, -14.0233, 399.8239
; (campfire 1)
[logic@mil_2_2_xcvb_day_6]
active = beh@day_6
suitable = {!surge_started !is_night} true
prior = 57
[beh@day_6]:beh@campfire
pt1 = 30000, sit_ass | pos: -352.1, -12.871, 397.6 look: -347.5881, -13.6659, 398.6349
pt2 = 15000, eat_kolbasa | pos: -352.1, -12.871, 397.6 look: -347.5881, -13.6659, 398.6349
pt3 = 25000, eat_energy | pos: -352.1, -12.871, 397.6 look: -347.5881, -13.6659, 398.6349
; (campfire 2)
[logic@mil_2_2_xcvb_day_7]
active = beh@day_7
suitable = {!surge_started !is_night} true
prior = 57
[beh@day_7]:beh@campfire
pt1 = 25000, smoking_sit | pos: -350, -12.5691, 400.4 look: -349.7373, -13.8938, 395.6446
pt2 = 30000, use_pda | pos: -350, -12.5691, 400.4 look: -349.7373, -13.8938, 395.6446
pt3 = 45000, sit | pos: -350, -12.5691, 400.4 look: -349.7373, -13.8938, 395.6446
; ------------- 56
; (campfire 3)
[logic@mil_2_2_xcvb_day_8]
active = beh@day_8
suitable = {!surge_started !is_night} true
prior = 56
[beh@day_8]:beh@campfire
pt1 = 25000, roast_kolbasa_bred | pos: -347.9, -12.7784, 396.9 look: -352.1238, -13.7912, 399.0826
pt2 = 20000, sit | pos: -347.9, -12.7784, 396.9 look: -352.1238, -13.7912, 399.0826
pt3 = 40000, use_pda | pos: -347.9, -12.7784, 396.9 look: -352.1238, -13.7912, 399.0826
; =======================
; ------------ NIGHT -------------
; =======================
; ------------- 59
; (guard 1 east)
[logic@mil_2_2_xcvb_night_1]
active = beh@night_1
suitable = {!surge_started =is_night} true
prior = 59
[beh@night_1]:beh@combat
pt1 = 20000, guard | pos: -336.7, -12.4003, 382.9 look: -333.4542, -13.3996, 378.0165
; (guard 3 west)
[logic@mil_2_2_xcvb_night_2]
active = beh@night_2
suitable = {!surge_started =is_night} true
prior = 59
[beh@night_2]:beh@combat
pt1 = 20000, guard | pos: -376.6, -13.0397, 394.8 look: -382.3817, -14.0413, 396.2115
; ------------- 58
; (patrol)
[logic@mil_2_2_xcvb_night_3]
active = beh@night_3
suitable = {!surge_started =is_night} true
prior = 58
[beh@night_3]:beh@combat
pt1 = 20000, guard | pos: -369.6, -13.0696, 395.5 look: -373.8237, -14.0272, 396.8113
pt2 = 20000, guard | pos: -341.6, -12.5736, 387.1 look: -337.3492, -13.5052, 385.9063
; (sleep 1)
[logic@mil_2_2_xcvb_night_4]
active = beh@night_4
suitable = {!surge_started =is_night} true
prior = 58
[beh@night_4]:beh@sleep
pt1 = 20000, sleep | pos: -357, -12.5279, 382.2 look: -358.5122, -13.6696, 382.6457
; (campfire 2)
[logic@mil_2_2_xcvb_night_5]
active = beh@night_5
suitable = {!surge_started =is_night} true
prior = 58
[beh@night_5]:beh@campfire
pt1 = 25000, drunk_sit_ass | pos: -350, -12.5691, 400.4 look: -349.7373, -13.8938, 395.6446
; ------------- 57
; (guard 2 east)
[logic@mil_2_2_xcvb_night_6]
active = beh@night_6
suitable = {!surge_started =is_night} true
prior = 57
[beh@night_6]:beh@combat
pt1 = 20000, guard | pos: -369.6, -13.0696, 395.5 look: -373.8237, -14.0272, 396.8113
; (sleep 2)
[logic@mil_2_2_xcvb_night_7]
active = beh@night_7
suitable = {!surge_started =is_night} true
prior = 57
[beh@night_7]:beh@sleep
pt1 = 20000, sleep | pos: -343.7, -12.5606, 396.9 look: -343.2431, -13.5945, 397.7794
; ------------- 56
; (campfire 3)
[logic@mil_2_2_xcvb_night_8]
active = beh@night_8
suitable = {!surge_started =is_night} true
prior = 56
[beh@night_8]:beh@campfire
pt1 = 40000, eat_vodka | pos: -347.9, -12.7784, 396.9 look: -352.1238, -13.7912, 399.0826
pt2 = 20000, sit_ass | pos: -347.9, -12.7784, 396.9 look: -352.1238, -13.7912, 399.0826
pt3 = 15000, smoking_sit | pos: -347.9, -12.7784, 396.9 look: -352.1238, -13.7912, 399.0826
pt4 = 20000, use_pda | pos: -347.9, -12.7784, 396.9 look: -352.1238, -13.7912, 399.0826
@@ -0,0 +1,227 @@
[beh@general]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
gather_items_enabled = true
help_wounded_enabled = true
corpse_detection_enabled = true
meet = meet@general
wounded = wounded@ignore
use_camp = false
path_end = loop
[beh@combat]:beh@general
walk_dist = 25
jog_dist = 220
wait_anim = patrol
walk_anim = patrol
jog_anim = patrol
run_anim = patrol
sound_idle = state
[beh@campfire]:beh@general
turn_on_campfire = true
sound_idle = state
[beh@sleep]:beh@general
gather_items_enabled = false
corpse_detection_enabled = false
meet = no_meet
[meet@general]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
use = {=actor_enemy} false, {=dist_to_actor_le(3)} true, false
snd_on_use = {!dist_to_actor_le(3)} nil
meet_on_talking = false
[wounded@ignore]
hp_state = 0|wounded_heavy@help_heavy
hp_state_see = 0|wounded_heavy@help_heavy
hp_victim = 0|nil
hp_fight = 0|false
hp_cover = 0|false
; =======================
; ------------- DAY ---------------
; =======================
; ------------- 59
; (tower 1 sniper)
[logic@mil_7_10_xcvb_day_1]
active = beh@day_1
suitable = {!surge_started !is_night =guard_has_sniper_rifle} true
prior = 59
[beh@day_1]:beh@combat
pt1 = 40000, threat_heli | pos: -107.1, 11.7089, 37.1 look: -179.2717, -4.2993, 27.948
pt2 = 10000, binocular | pos: -107.1, 11.7089, 37.1 look: -179.2717, -4.2993, 27.948
; ------------- 58
; (tower 2)
[logic@mil_7_10_xcvb_day_2]
active = beh@day_2
suitable = {!surge_started !is_night} true
prior = 58
[beh@day_2]:beh@combat
pt1 = 20000, guard | pos: -102.9, 4.0291, 38.5 look: -101.7927, 2.9592, 38.8336
pt2 = 20000, guard | pos: -102.9, 4.063, 33.6 look: -101.7263, 2.9316, 32.9361
; ------------- 57
; (patrol 1) (pt2 mid)
[logic@mil_7_10_xcvb_day_3]
active = beh@day_3
suitable = {!surge_started !is_night} true
prior = 57
[beh@day_3]:beh@combat
pt1 = 25000, smoking_stand | pos: -87.5, -12.0645, 46.2 look: -81.7789, -13.0725, 46.8023
pt2 = 1, guard | pos: -88.2, -11.9584, 4.9 look: -87.774, -12.6891, 1.7257
pt3 = 20000, guard | pos: -51.8, -10.1773, 2.1 look: -45.8116, -10.8501, 2.1343
; (idle 1) (stand)
[logic@mil_7_10_xcvb_day_4]
active = beh@day_4
suitable = {!surge_started !is_night} true
prior = 57
[beh@day_4]:beh@campfire
pt1 = 50000, wait | pos: -66.5, -10.1254, 25.9 look: -61.1125, -10.6126, 25.639
pt2 = 20000, smoking_stand | pos: -66.5, -10.1254, 25.9 look: -61.1125, -10.6126, 25.639
; ------------- 56
; (idle 2) (sit)
[logic@mil_7_10_xcvb_day_5]
active = beh@day_5
suitable = {!surge_started !is_night} true
prior = 56
[beh@day_5]:beh@campfire
pt1 = 25000, smoking_sit | pos: -63.7, -9.8799, 29.4 look: -61.52, -10.7763, 30.3399
pt2 = 30000, use_pda | pos: -63.7, -9.8799, 29.4 look: -61.52, -10.7763, 30.3399
pt3 = 45000, sit | pos: -63.7, -9.8799, 29.4 look: -61.52, -10.7763, 30.3399
; (idle 3) (sit)
[logic@mil_7_10_xcvb_day_6]
active = beh@day_6
suitable = {!surge_started !is_night} true
prior = 56
[beh@day_6]:beh@campfire
pt1 = 30000, sit_ass | pos: -61.6, -9.7208, 28.7 look: -63.1531, -10.9127, 31.1589
pt2 = 15000, eat_kolbasa | pos: -61.6, -9.7208, 28.7 look: -63.1531, -10.9127, 31.1589
pt3 = 25000, eat_energy | pos: -61.6, -9.7208, 28.7 look: -63.1531, -10.9127, 31.1589
; (guard 1 trader)
[logic@mil_7_10_xcvb_day_7]
active = beh@day_7
suitable = {!surge_started !is_night} true
prior = 56
[beh@day_7]:beh@combat
pt1 = 20000, guard | pos: -77, -11.2874, 6.3 look: -77.0018, -12.44, 2.6684
; =======================
; ------------ NIGHT -------------
; =======================
; ------------- 59
; (tower 1 sniper)
[logic@mil_7_10_xcvb_night_1]
active = beh@night_1
suitable = {!surge_started =is_night =guard_has_sniper_rifle} true
prior = 59
[beh@night_1]:beh@combat
pt1 = 40000, threat_heli | pos: -107.1, 11.7089, 37.1 look: -179.2717, -4.2993, 27.948
pt2 = 10000, binocular | pos: -107.1, 11.7089, 37.1 look: -179.2717, -4.2993, 27.948
; ------------- 58
; (tower 2)
[logic@mil_7_10_xcvb_night_2]
active = beh@night_2
suitable = {!surge_started =is_night} true
prior = 58
[beh@night_2]:beh@combat
pt1 = 20000, guard | pos: -102.9, 4.0291, 38.5 look: -101.7927, 2.9592, 38.8336
pt2 = 20000, guard | pos: -102.9, 4.063, 33.6 look: -101.7263, 2.9316, 32.9361
; ------------- 57
; (sleep 1) (sit)
[logic@mil_7_10_xcvb_night_3]
active = beh@night_3
suitable = {!surge_started =is_night} true
prior = 57
[beh@night_3]:beh@sleep
pt1 = 20000, eat_vodka | pos: 18.9, -6.2393, 20.3 look: 19.0153, -7.3304, 17.8812
; (sleep 2) (stand)
[logic@mil_7_10_xcvb_night_4]
active = beh@night_4
suitable = {!surge_started =is_night} true
prior = 57
[beh@night_4]:beh@sleep
pt1 = 15000, smoking_stand | pos: 5.6, -6.2731, 15.4 look: 10.0128, -7.2919, 16.0029
pt2 = 30000, wait | pos: 5.6, -6.2731, 15.4 look: 10.0128, -7.2919, 16.0029
; ------------- 56
; (idle 2) (sit)
[logic@mil_7_10_xcvb_night_5]
active = beh@night_5
suitable = {!surge_started =is_night} true
prior = 56
[beh@night_5]:beh@campfire
pt1 = 25000, smoking_sit | pos: -63.7, -9.8799, 29.4 look: -61.52, -10.7763, 30.3399
pt2 = 30000, use_pda | pos: -63.7, -9.8799, 29.4 look: -61.52, -10.7763, 30.3399
pt3 = 45000, sit | pos: -63.7, -9.8799, 29.4 look: -61.52, -10.7763, 30.3399
; (idle 3) (sit)
[logic@mil_7_10_xcvb_night_6]
active = beh@night_6
suitable = {!surge_started =is_night} true
prior = 56
[beh@night_6]:beh@campfire
pt1 = 30000, sit_ass | pos: -61.6, -9.7208, 28.7 look: -63.1531, -10.9127, 31.1589
pt2 = 15000, eat_kolbasa | pos: -61.6, -9.7208, 28.7 look: -63.1531, -10.9127, 31.1589
pt3 = 25000, eat_energy | pos: -61.6, -9.7208, 28.7 look: -63.1531, -10.9127, 31.1589
; (guard 1 trader)
[logic@mil_7_10_xcvb_night_7]
active = beh@night_7
suitable = {!surge_started =is_night} true
prior = 56
[beh@night_7]:beh@combat
pt1 = 20000, guard | pos: -77, -11.2874, 6.3 look: -77.0018, -12.44, 2.6684
@@ -0,0 +1,229 @@
[beh@general]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
gather_items_enabled = true
help_wounded_enabled = true
corpse_detection_enabled = true
meet = meet@general
wounded = wounded@ignore
use_camp = false
path_end = loop
[beh@combat]:beh@general
walk_dist = 25
jog_dist = 220
wait_anim = patrol
walk_anim = patrol
jog_anim = patrol
run_anim = patrol
sound_idle = state
[beh@campfire]:beh@general
turn_on_campfire = true
sound_idle = state
[beh@sleep]:beh@general
gather_items_enabled = false
corpse_detection_enabled = false
meet = no_meet
[meet@general]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
use = {=actor_enemy} false, {=dist_to_actor_le(3)} true, false
snd_on_use = {!dist_to_actor_le(3)} nil
meet_on_talking = false
[wounded@ignore]
hp_state = 0|wounded_heavy@help_heavy
hp_state_see = 0|wounded_heavy@help_heavy
hp_victim = 0|nil
hp_fight = 0|false
hp_cover = 0|false
; =======================
; ------------- DAY ---------------
; =======================
; ------------- 59
; (patrol 1 barracks)
[logic@mil_7_12_xcvb_day_1]
active = beh@day_1
suitable = {!surge_started !is_night} true
prior = 59
[beh@day_1]:beh@combat
pt1 = 20000, guard | pos: 16.8, -6.3341, 29.4 look: 15.5835, -7.5072, 31.2072
pt2 = 20000, guard | pos: 35.7, -7.0677, 25.2 look: 35.5101, -8.4884, 28.1728
; ------------- 58
; (guard 2 barracks)
[logic@mil_7_12_xcvb_day_2]
active = beh@day_2
suitable = {!surge_started !is_night} true
prior = 58
[beh@day_2]:beh@combat
pt1 = 20000, fold_arms | pos: 34.3, -7.0542, 21 look: 36.9935, -8.1863, 20.7992
pt2 = 30000, guard | pos: 34.3, -7.0542, 21 look: 36.9935, -8.1863, 20.7992
; (patrol 2 center)
[logic@mil_7_12_xcvb_day_3]
active = beh@day_3
suitable = {!surge_started !is_night} true
prior = 58
[beh@day_3]:beh@combat
walk_anim = walk
pt1 = 15000, ward | pos: 29.4, -7.8624, 2.1 look: 25.1083, -8.8736, 2.2442
pt2 = 15000, ward | pos: -3.5, -7.855, 2.1 look: -4.3617, -8.5535, 7.3982
; (campfire 1)
[logic@mil_7_12_xcvb_day_4]
active = beh@day_4
suitable = {!surge_started !is_night} true
prior = 58
[beh@day_4]:beh@campfire
pt1 = 35000, sit_ass | pos: 39.2, -7.2895, 18.9 look: 37.337, -8.1904, 21.0827
pt2 = 15000, roast_bred | pos: 39.2, -7.2895, 18.9 look: 37.337, -8.1904, 21.0827
; (campfire 2)
[logic@mil_7_12_xcvb_day_5]
active = beh@day_5
suitable = {!surge_started !is_night} true
prior = 58
[beh@day_5]:beh@campfire
pt1 = 20000, eat_energy | pos: 37.1, -7.2517, 18.9 look: 39.1828, -8.234, 21.0205
pt2 = 35000, sit | pos: 37.1, -7.2517, 18.9 look: 39.1828, -8.234, 21.0205
pt3 = 15000, smoking_sit | pos: 37.1, -7.2517, 18.9 look: 39.1828, -8.234, 21.0205
; ------------- 57
; (campfire 3)
[logic@mil_7_12_xcvb_day_6]
active = beh@day_6
suitable = {!surge_started !is_night} true
prior = 57
[beh@day_6]:beh@campfire
pt1 = 15000, eat_kolbasa | pos: 37.1, -7.1772, 21 look: 39.3157, -8.3029, 18.9702
pt2 = 35000, sit | pos: 37.1, -7.1772, 21 look: 39.3157, -8.3029, 18.9702
pt3 = 40000, sit_ass | pos: 37.1, -7.1772, 21 look: 39.3157, -8.3029, 18.9702
; (campfire 4)
[logic@mil_7_12_xcvb_day_7]
active = beh@day_7
suitable = {!surge_started !is_night} true
prior = 57
[beh@day_7]:beh@campfire
pt1 = 25000, roast_kolbasa_bred | pos: 38.5, -7.2207, 21 look: 37.4385, -8.274, 18.6144
pt2 = 20000, sit | pos: 38.5, -7.2207, 21 look: 37.4385, -8.274, 18.6144
pt3 = 40000, use_pda | pos: 38.5, -7.2207, 21 look: 37.4385, -8.274, 18.6144
; =======================
; ------------ NIGHT -------------
; =======================
; ------------- 59
; (guard 2 barracks)
[logic@mil_7_12_xcvb_night_1]
active = beh@night_1
suitable = {!surge_started =is_night} true
prior = 59
[beh@night_1]:beh@combat
pt1 = 20000, fold_arms | pos: 34.3, -7.0542, 21 look: 36.9935, -8.1863, 20.7992
pt2 = 30000, guard | pos: 34.3, -7.0542, 21 look: 36.9935, -8.1863, 20.7992
; ------------- 58
; (patrol 2 center)
[logic@mil_7_12_xcvb_night_2]
active = beh@night_2
suitable = {!surge_started =is_night} true
prior = 58
[beh@night_2]:beh@combat
pt1 = 20000, guard | pos: 18.2, -7.8624, 1.4 look: 13.629, -8.8726, 1.4928
pt2 = 1, guard | pos: 61.6, -7.8624, 0 look: 64.3103, -8.6839, -2.0476
pt3 = 10000, smoking_stand | pos: 71.4, -7.8601, -39.2 look: 66.7639, -8.8761, -45.2983
pt4 = 1, guard | pos: 70.7, -7.8736, -8.4 look: 68.2757, -8.6952, -5.2213
; (sleep 1)
[logic@mil_7_12_xcvb_night_3]
active = beh@night_3
suitable = {!surge_started =is_night} true
prior = 58
[beh@night_3]:beh@sleep
pt1 = 20000, sleep | pos: 50.4, -6.9786, 20.3 look: 52.6672, -8.0947, 20.2196
; (sleep 2) (sit)
[logic@mil_7_12_xcvb_night_4]
active = beh@night_4
suitable = {!surge_started =is_night} true
prior = 58
[beh@night_4]:beh@sleep
pt1 = 20000, drunk_sit_ass | pos: 52.5, -7.0739, 20.3 look: 52.5159, -8.1141, 18.6196
; (campfire 2)
[logic@mil_7_12_xcvb_night_5]
active = beh@night_5
suitable = {!surge_started =is_night} true
prior = 58
[beh@night_5]:beh@campfire
pt1 = 20000, eat_energy | pos: 37.1, -7.2517, 18.9 look: 39.1828, -8.234, 21.0205
pt2 = 35000, sit | pos: 37.1, -7.2517, 18.9 look: 39.1828, -8.234, 21.0205
pt3 = 15000, smoking_sit | pos: 37.1, -7.2517, 18.9 look: 39.1828, -8.234, 21.0205
; ------------- 57
; (campfire 4)
[logic@mil_7_12_xcvb_night_6]
active = beh@night_6
suitable = {!surge_started =is_night} true
prior = 57
[beh@night_6]:beh@campfire
pt1 = 25000, roast_kolbasa_bred | pos: 38.5, -7.2291, 21.7 look: 38.0384, -8.2996, 18.1768
pt2 = 20000, eat_vodka | pos: 38.5, -7.2291, 21.7 look: 38.0384, -8.2996, 18.1768
pt3 = 40000, use_pda | pos: 38.5, -7.2291, 21.7 look: 38.0384, -8.2996, 18.1768
; (sleep 3) (stand)
[logic@mil_7_12_xcvb_night_7]
active = beh@night_7
suitable = {!surge_started =is_night} true
prior = 57
[beh@night_7]:beh@campfire
pt1 = 20000, smoking_stand | pos: 46.2, -7.1326, 16.8 look: 48.5856, -8.1207, 16.8512
@@ -0,0 +1,198 @@
[beh@general]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
gather_items_enabled = true
help_wounded_enabled = true
corpse_detection_enabled = true
meet = meet@general
wounded = wounded@ignore
use_camp = false
path_end = loop
[beh@combat]:beh@general
walk_dist = 25
jog_dist = 220
wait_anim = patrol
walk_anim = patrol
jog_anim = patrol
run_anim = patrol
sound_idle = state
[beh@campfire]:beh@general
turn_on_campfire = true
sound_idle = state
[beh@sleep]:beh@general
gather_items_enabled = false
corpse_detection_enabled = false
meet = no_meet
[meet@general]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
use = {=actor_enemy} false, {=dist_to_actor_le(3)} true, false
snd_on_use = {!dist_to_actor_le(3)} nil
meet_on_talking = false
[wounded@ignore]
hp_state = 0|wounded_heavy@help_heavy
hp_state_see = 0|wounded_heavy@help_heavy
hp_victim = 0|nil
hp_fight = 0|false
hp_cover = 0|false
; =======================
; ------------- DAY ---------------
; =======================
; ------------- 59
; (guard 3 east)
[logic@mil_7_4_xcvb_day_1]
active = beh@day_1
suitable = {!surge_started !is_night} true
prior = 59
[beh@day_1]:beh@combat
pt1 = 20000, guard | pos: -231, -11.643, 42 look: -228.5981, -12.6557, 38.854
; (guard 1 west)
[logic@mil_7_4_xcvb_day_2]
active = beh@day_2
suitable = {!surge_started !is_night} true
prior = 59
[beh@day_2]:beh@combat
pt1 = 20000, guard | pos: -214.2, -11.367, 64.4 look: -215.2559, -12.4603, 65.1378
; ------------- 58
; (patrol all)
[logic@mil_7_4_xcvb_day_3]
active = beh@day_3
suitable = {!surge_started !is_night} true
prior = 58
[beh@day_3]:beh@combat
pt1 = 20000, guard | pos: -209.3, -11.7502, 47.6 look: -205.1578, -12.7425, 48.8575
pt2 = 20000, guard | pos: -228.2, -11.643, 48.3 look: -225.3511, -12.6575, 41.8856
pt3 = 20000, guard | pos: -231.7, -11.6802, 66.5 look: -232.3089, -12.5466, 68.7369
; (campfire 1)
[logic@mil_7_4_xcvb_day_4]
active = beh@day_4
suitable = {!surge_started !is_night} true
prior = 58
[beh@day_4]:beh@campfire
pt1 = 15000, eat_energy | pos: -227.5, -11.6537, 44.1 look: -227.036, -12.6533, 40.4004
pt2 = 25000, sit | pos: -227.5, -11.6537, 44.1 look: -227.036, -12.6533, 40.4004
pt3 = 25000, eat_bread | pos: -227.5, -11.6537, 44.1 look: -227.036, -12.6533, 40.4004
; ------------- 57
; (guard 2 north)
[logic@mil_7_4_xcvb_day_5]
active = beh@day_5
suitable = {!surge_started !is_night} true
prior = 57
[beh@day_5]:beh@combat
pt1 = 20000, guard | pos: -203.7, -11.643, 51.1 look: -195.9824, -12.6648, 53.6443
; (campfire 2)
[logic@mil_7_4_xcvb_day_6]
active = beh@day_6
suitable = {!surge_started !is_night} true
prior = 57
[beh@day_6]:beh@campfire
pt1 = 50000, sit_ass | pos: -226.1, -11.6537, 41.3 look: -228.6999, -12.6548, 43.4303
pt2 = 25000, smoking_sit | pos: -226.1, -11.6537, 41.3 look: -228.6999, -12.6548, 43.4303
; =======================
; ------------ NIGHT -------------
; =======================
; ------------- 59
; (guard 1 west)
[logic@mil_7_4_xcvb_night_1]
active = beh@night_1
suitable = {!surge_started =is_night} true
prior = 59
[beh@night_1]:beh@combat
pt1 = 20000, guard | pos: -214.2, -11.367, 64.4 look: -215.2559, -12.4603, 65.1378
; (patrol all)
[logic@mil_7_4_xcvb_night_2]
active = beh@night_2
suitable = {!surge_started =is_night} true
prior = 59
[beh@night_2]:beh@combat
pt1 = 20000, guard | pos: -209.3, -11.7502, 47.6 look: -205.1578, -12.7425, 48.8575
pt2 = 20000, guard | pos: -228.2, -11.643, 48.3 look: -225.3511, -12.6575, 41.8856
pt3 = 20000, guard | pos: -231.7, -11.6802, 66.5 look: -232.3089, -12.5466, 68.7369
; ------------- 58
; (sleep 1)
[logic@mil_7_4_xcvb_night_3]
active = beh@night_3
suitable = {!surge_started =is_night} true
prior = 58
[beh@night_3]:beh@sleep
pt1 = 20000, sleep | pos: -238, -11.6463, 53.9 look: -237.8008, -12.6535, 52.036
; (sleep 2) (sit)
[logic@mil_7_4_xcvb_night_4]
active = beh@night_4
suitable = {!surge_started =is_night} true
prior = 58
[beh@night_4]:beh@sleep
pt1 = 20000, drunk_sit_ass | pos: -235.2, -11.6463, 53.9 look: -235.4019, -12.6536, 50.6578
; (campfire 1)
[logic@mil_7_4_xcvb_night_5]
active = beh@night_5
suitable = {!surge_started =is_night} true
prior = 58
[beh@night_5]:beh@campfire
pt1 = 35000, eat_vodka | pos: -227.5, -11.6537, 44.1 look: -227.036, -12.6533, 40.4004
pt2 = 20000, drunk_sit_ass | pos: -227.5, -11.6537, 44.1 look: -227.036, -12.6533, 40.4004
; (campfire 2)
[logic@mil_7_4_xcvb_night_6]
active = beh@night_6
suitable = {!surge_started =is_night} true
prior = 58
[beh@night_6]:beh@campfire
pt1 = 50000, sit_ass | pos: -226.1, -11.6537, 41.3 look: -228.6999, -12.6548, 43.4303
pt2 = 25000, smoking_sit | pos: -226.1, -11.6537, 41.3 look: -228.6999, -12.6548, 43.4303
@@ -0,0 +1,377 @@
[beh@general]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
gather_items_enabled = true
help_wounded_enabled = true
corpse_detection_enabled = true
meet = meet@general
wounded = wounded@ignore
use_camp = false
path_end = loop
[beh@combat]:beh@general
walk_dist = 25
jog_dist = 220
wait_anim = patrol
walk_anim = patrol
jog_anim = patrol
run_anim = patrol
sound_idle = state
[beh@campfire]:beh@general
turn_on_campfire = true
sound_idle = state
[beh@sleep]:beh@general
gather_items_enabled = false
corpse_detection_enabled = false
meet = no_meet
[meet@general]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
use = {=actor_enemy} false, {=dist_to_actor_le(3)} true, false
snd_on_use = {!dist_to_actor_le(3)} nil
meet_on_talking = false
[wounded@ignore]
hp_state = 0|wounded_heavy@help_heavy
hp_state_see = 0|wounded_heavy@help_heavy
hp_victim = 0|nil
hp_fight = 0|false
hp_cover = 0|false
; =======================
; ------------- DAY ---------------
; =======================
; ------------- 59
; (guard 2 center near building entrance)
[logic@mil_7_7_xcvb_day_1]
active = beh@day_1
suitable = {!surge_started !is_night} true
prior = 59
[beh@day_1]:beh@combat
pt1 = 20000, guard | pos: -13.3, -7.4097, -25.2 look: -10.8081, -8.6259, -25.1873
; (guard 3 in building)
[logic@mil_7_7_xcvb_day_2]
active = beh@day_2
suitable = {!surge_started !is_night} true
prior = 59
[beh@day_2]:beh@combat
pt1 = 20000, guard | pos: -18.2, -3.1049, -23.8 look: -21.5051, -4.1143, -23.8754
pt2 = 20000, guard | pos: -21.7, -2.9892, -32.2 look: -21.6533, -4.1134, -28.3412
; ------------- 58
; (guard 4 in building)
[logic@mil_7_7_xcvb_day_3]
active = beh@day_3
suitable = {!surge_started !is_night} true
prior = 58
[beh@day_3]:beh@combat
pt1 = 20000, guard | pos: -21, -3.1049, -16.1 look: -20.9217, -4.1134, -21.3365
; (guard 1 center near building)
[logic@mil_7_7_xcvb_day_4]
active = beh@day_4
suitable = {!surge_started !is_night} true
prior = 58
[beh@day_4]:beh@combat
pt1 = 60000, guard | pos: -18.2, -6.9041, -11.9 look: -17.3416, -8.393, -8.2788
pt2 = 20000, smoking_stand | pos: -18.2, -6.9041, -11.9 look: -17.3416, -8.393, -8.2788
; (patrol 2 behind building)
[logic@mil_7_7_xcvb_day_5]
active = beh@day_5
suitable = {!surge_started !is_night} true
prior = 58
[beh@day_5]:beh@combat
walk_anim = walk
pt1 = 60000, fold_arms | pos: -30.1, -5.9165, -11.9 look: -26.8714, -7.2131, -11.7256
pt2 = 20000, wait | pos: -37.1, -5.8442, -30.8 look: -33.938, -6.7462, -32.8513
; (campfire 1)
[logic@mil_7_7_xcvb_day_6]
active = animpoint@day_6
suitable = {!surge_started !is_night} true
prior = 58
[animpoint@day_6]
cover_name = mil_smart_terrain_7_7_animpoint_kamp3
use_camp = true
turn_on_campfire = true
; (campfire 2)
[logic@mil_7_7_xcvb_day_7]
active = animpoint@day_7
suitable = {!surge_started !is_night} true
prior = 58
[animpoint@day_7]
cover_name = mil_smart_terrain_7_7_animpoint_kamp4
use_camp = true
turn_on_campfire = true
; ------------- 57
; (campfire 3)
[logic@mil_7_7_xcvb_day_8]
active = animpoint@day_8
suitable = {!surge_started !is_night} true
prior = 57
[animpoint@day_8]
cover_name = mil_smart_terrain_7_7_animpoint_kamp5
use_camp = true
turn_on_campfire = true
; (tower)
[logic@mil_7_7_xcvb_day_10]
active = beh@day_10
suitable = {!surge_started !is_night =guard_has_rifle} true
prior = 57
[beh@day_10]:beh@combat
walk_anim = walk
pt1 = 20000, ward | pos: -67.9, 1.4664, -27.3 look: -66.6249, 0.4295, -26.3863
; (patrol 1 center near building)
[logic@mil_7_7_xcvb_day_11]
active = beh@day_11
suitable = {!surge_started !is_night} true
prior = 57
[beh@day_11]:beh@combat
pt1 = 20000, guard | pos: -7.7, -7.8624, -26.6 look: -7.5073, -8.8724, -23.3589
pt2 = 20000, guard | pos: -7, -7.855, -3.5 look: -6.8059, -8.8717, -8.3505
; ------------- 56
; (campfire 4)
[logic@mil_7_7_xcvb_day_12]
active = animpoint@day_12
suitable = {!surge_started !is_night} true
prior = 56
[animpoint@day_12]
cover_name = mil_smart_terrain_7_7_animpoint_kamp1
use_camp = true
turn_on_campfire = true
; (campfire 5)
[logic@mil_7_7_xcvb_day_13]
active = animpoint@day_13
suitable = {!surge_started !is_night} true
prior = 56
[animpoint@day_13]
cover_name = mil_smart_terrain_7_7_animpoint_kamp2
use_camp = true
turn_on_campfire = true
; (campfire 6)
[logic@mil_7_7_xcvb_day_14]
active = animpoint@day_14
suitable = {!surge_started !is_night} true
prior = 56
[animpoint@day_14]
cover_name = mil_smart_terrain_7_7_animpoint_kamp21
use_camp = true
turn_on_campfire = true
; =======================
; ------------ NIGHT -------------
; =======================
; ------------- 59
; (guard 2 center near building entrance)
[logic@mil_7_7_xcvb_night_1]
active = beh@night_1
suitable = {!surge_started =is_night} true
prior = 59
[beh@night_1]:beh@combat
pt1 = 20000, guard | pos: -13.3, -7.4097, -25.2 look: -10.8081, -8.6259, -25.1873
; (guard 3 in building)
[logic@mil_7_7_xcvb_night_2]
active = beh@night_2
suitable = {!surge_started =is_night} true
prior = 59
[beh@night_2]:beh@combat
pt1 = 20000, guard | pos: -18.2, -3.1049, -23.8 look: -21.5051, -4.1143, -23.8754
pt2 = 20000, guard | pos: -21.7, -2.9892, -32.2 look: -21.6533, -4.1134, -28.3412
; ------------- 58
; (sleep 1)
[logic@mil_7_7_xcvb_night_3]
active = beh@night_3
suitable = {!surge_started =is_night} true
prior = 58
[beh@night_3]:beh@sleep
pt1 = 20000, drunk_sit_ass | pos: 54.6, -7.0739, 15.4 look: 57.229, -8.045, 13.8701
; (sleep 2)
[logic@mil_7_7_xcvb_night_4]
active = beh@night_4
suitable = {!surge_started =is_night} true
prior = 58
[beh@night_4]:beh@sleep
pt1 = 20000, sleep | pos: 55.3, -6.9944, 20.3 look: 53.1146, -8.0908, 20.3171
; (campfire 1)
[logic@mil_7_7_xcvb_night_5]
active = animpoint@night_5
suitable = {!surge_started =is_night} true
prior = 58
[animpoint@night_5]
cover_name = mil_smart_terrain_7_7_animpoint_kamp3
use_camp = true
turn_on_campfire = true
; (campfire 2)
[logic@mil_7_7_xcvb_night_6]
active = animpoint@night_6
suitable = {!surge_started =is_night} true
prior = 58
[animpoint@night_6]
cover_name = mil_smart_terrain_7_7_animpoint_kamp13
use_camp = true
turn_on_campfire = true
; ------------- 57
; (campfire 3)
[logic@mil_7_7_xcvb_night_7]
active = animpoint@night_7
suitable = {!surge_started =is_night} true
prior = 57
[animpoint@night_7]
cover_name = mil_smart_terrain_7_7_animpoint_kamp5
use_camp = true
turn_on_campfire = true
; (patrol 1 center near building)
[logic@mil_7_7_xcvb_night_8]
active = beh@night_8
suitable = {!surge_started =is_night =guard_has_rifle} true
prior = 57
[beh@night_8]:beh@combat
pt1 = 20000, guard | pos: -7, -7.855, -48.3 look: -6.9577, -8.8717, -44.822
pt2 = 1, guard | pos: -83.3, -11.9584, -45.5 look: -87.0122, -12.9693, -40.6048
pt3 = 20000, guard | pos: -87.5, -11.9522, 0.7 look: -83.5177, -12.8066, 1.0883
pt4 = 1, guard | pos: -86.8, -11.9584, -43.4 look: -84.0581, -12.9696, -45.1008
; (guard 4 in building)
[logic@mil_7_7_xcvb_night_9]
active = beh@night_9
suitable = {!surge_started =is_night} true
prior = 57
[beh@night_9]:beh@combat
pt1 = 20000, guard | pos: -21, -3.1049, -16.1 look: -20.9217, -4.1134, -21.3365
; (sleep 3)
[logic@mil_7_7_xcvb_night_10]
active = beh@night_10
suitable = {!surge_started =is_night} true
prior = 57
[beh@night_10]:beh@sleep
pt1 = 20000, lay_on_bed | pos: 60.9, -7.0486, 20.3 look: 60.8854, -8.0504, 21.4921
; ------------- 56
; (campfire 4)
[logic@mil_7_7_xcvb_night_11]
active = animpoint@night_11
suitable = {!surge_started =is_night} true
prior = 56
[animpoint@night_11]
cover_name = mil_smart_terrain_7_7_animpoint_kamp1
use_camp = true
turn_on_campfire = true
; (campfire 5)
[logic@mil_7_7_xcvb_night_12]
active = animpoint@night_12
suitable = {!surge_started =is_night} true
prior = 56
[animpoint@night_12]
cover_name = mil_smart_terrain_7_7_animpoint_kamp2
use_camp = true
turn_on_campfire = true
; (campfire 6)
[logic@mil_7_7_xcvb_night_13]
active = animpoint@night_13
suitable = {!surge_started =is_night} true
prior = 56
[animpoint@night_13]
cover_name = mil_smart_terrain_7_7_animpoint_kamp21
use_camp = true
turn_on_campfire = true
; (guard 1 center near building)
[logic@mil_7_7_xcvb_night_14]
active = beh@night_14
suitable = {!surge_started =is_night} true
prior = 56
[beh@night_14]:beh@combat
pt1 = 60000, guard | pos: -18.2, -6.9041, -11.9 look: -17.3416, -8.393, -8.2788
pt2 = 20000, smoking_stand | pos: -18.2, -6.9041, -11.9 look: -17.3416, -8.393, -8.2788
@@ -0,0 +1,251 @@
[beh@general]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
gather_items_enabled = true
help_wounded_enabled = true
corpse_detection_enabled = true
meet = meet@general
wounded = wounded@ignore
use_camp = false
path_end = loop
[beh@combat]:beh@general
walk_dist = 25
jog_dist = 220
wait_anim = patrol
walk_anim = patrol
jog_anim = patrol
run_anim = patrol
sound_idle = state
[beh@campfire]:beh@general
turn_on_campfire = true
sound_idle = state
[beh@sleep]:beh@general
gather_items_enabled = false
corpse_detection_enabled = false
meet = no_meet
[meet@general]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
use = {=actor_enemy} false, {=dist_to_actor_le(3)} true, false
snd_on_use = {!dist_to_actor_le(3)} nil
meet_on_talking = false
[wounded@ignore]
hp_state = 0|wounded_heavy@help_heavy
hp_state_see = 0|wounded_heavy@help_heavy
hp_victim = 0|nil
hp_fight = 0|false
hp_cover = 0|false
; =======================
; ------------- DAY ---------------
; =======================
; ------------- 59
; (guard 1 entrance)
[logic@mil_7_8_xcvb_day_1]
active = beh@day_1
suitable = {!surge_started !is_night} true
prior = 59
[beh@day_1]:beh@combat
pt1 = 20000, guard | pos: -9.8, -5.1252, 81.9 look: -8.6988, -6.0535, 87.464
; (guard 2 entrance)
[logic@mil_7_8_xcvb_day_2]
active = beh@day_2
suitable = {!surge_started !is_night} true
prior = 59
[beh@day_2]:beh@combat
pt1 = 60000, ward | pos: -2.8, -5.1117, 81.9 look: -7.0365, -6.1812, 91.0019
pt2 = 20000, smoking_stand | pos: -2.8, -5.1117, 81.9 look: -7.0365, -6.1812, 91.0019
; (guard 3 entrance sniper)
[logic@mil_7_8_xcvb_day_3]
active = beh@day_3
suitable = {!surge_started !is_night =guard_has_rifle} true
prior = 59
[beh@day_3]:beh@combat
pt1 = 40000, threat_heli | pos: -16.8, 9.9481, 72.1 look: -17.9478, -5.0219, 112.8278
pt2 = 15000, binocular | pos: -16.8, 9.9481, 72.1 look: -17.9478, -5.0219, 112.8278
; ------------- 58
; (guard down the road 1)
[logic@mil_7_8_xcvb_day_4]
active = beh@day_4
suitable = {!surge_started !is_night} true
prior = 58
[beh@day_4]:beh@combat
pt1 = 20000, guard | pos: -11.9, -11.6599, 140 look: -18.9581, -12.716, 141.985
pt2 = 20000, guard | pos: -7, -5.0914, 87.5 look: -7.2454, -6.1708, 90.818
; (patrol 1 bridge)
[logic@mil_7_8_xcvb_day_5]
active = beh@day_5
suitable = {!surge_started !is_night} true
prior = 58
[beh@day_5]:beh@combat
pt1 = 20000, guard | pos: -9.8, -5.1614, 67.2 look: -6.8445, -6.1284, 71.6312
pt2 = 20000, guard | pos: -9.8, -5.1614, 26.6 look: -5.5972, -6.1765, 26.723
; (patrol 2 bridge tower) (pt2 and pt4 are mid)
[logic@mil_7_8_xcvb_day_6]
active = beh@day_6
suitable = {!surge_started !is_night =guard_has_rifle} true
prior = 58
[beh@day_6]:beh@combat
pt1 = 20000, guard | pos: -11.9, 1.1086, 35.7 look: -11.2926, 0.0931, 36.6489
pt2 = 1, guard | pos: -18.2, 1.1521, 35 look: -18.1765, 0.1255, 32.7932
pt3 = 20000, guard | pos: -18.2, 1.1199, 30.8 look: -18.6474, 0.0897, 29.6275
pt4 = 1, guard | pos: -12.6, 1.1137, 30.1 look: -11.7019, 0.107, 31.1694
; ------------- 57
; (guard down the road 2)
[logic@mil_7_8_xcvb_day_7]
active = beh@day_7
suitable = {!surge_started !is_night} true
prior = 57
[beh@day_7]:beh@combat
pt1 = 20000, guard | pos: -19.6, -16.5274, 161 look: -27.2639, -17.2454, 160.3794
; (guard down the road 3)
[logic@mil_7_8_xcvb_day_8]
active = beh@day_8
suitable = {!surge_started !is_night} true
prior = 57
[beh@day_8]:beh@combat
pt1 = 20000, guard | pos: -12.6, -17.3282, 172.9 look: -12.0802, -19.0527, 183.9963
; =======================
; ------------ NIGHT -------------
; =======================
; ------------- 59
; (guard 1 entrance)
[logic@mil_7_8_xcvb_night_1]
active = beh@night_1
suitable = {!surge_started =is_night} true
prior = 59
[beh@night_1]:beh@combat
pt1 = 20000, guard | pos: -9.8, -5.1252, 81.9 look: -8.6988, -6.0535, 87.464
; (guard 2 entrance)
[logic@mil_7_8_xcvb_night_2]
active = beh@night_2
suitable = {!surge_started =is_night} true
prior = 59
[beh@night_2]:beh@combat
pt1 = 60000, ward | pos: -2.8, -5.1117, 81.9 look: -7.0365, -6.1812, 91.0019
pt2 = 20000, smoking_stand | pos: -2.8, -5.1117, 81.9 look: -7.0365, -6.1812, 91.0019
; ------------- 58
; (guard 3 entrance sniper)
[logic@mil_7_8_xcvb_night_3]
active = beh@night_3
suitable = {!surge_started =is_night =guard_has_rifle} true
prior = 58
[beh@night_3]:beh@combat
pt1 = 40000, threat_heli | pos: -16.8, 9.9481, 72.1 look: -17.9478, -5.0219, 112.8278
pt2 = 15000, binocular | pos: -16.8, 9.9481, 72.1 look: -17.9478, -5.0219, 112.8278
; (sleep 1)
[logic@mil_7_8_xcvb_night_4]
active = beh@night_4
suitable = {!surge_started =is_night} true
prior = 58
[beh@night_4]:beh@sleep
pt1 = 20000, sleep | pos: 9.1, -6.2139, 13.3 look: 10.3236, -7.3228, 13.1886
; (sleep 2) (sit)
[logic@mil_7_8_xcvb_night_5]
active = beh@night_5
suitable = {!surge_started =is_night} true
prior = 58
[beh@night_5]:beh@sleep
pt1 = 20000, drunk_sit_ass | pos: 15.4, -6.285, 20.3 look: 15.8663, -7.3045, 18.3581
; ------------- 57
; (sleep 3)
[logic@mil_7_8_xcvb_night_6]
active = beh@night_6
suitable = {!surge_started =is_night} true
prior = 57
[beh@night_6]:beh@sleep
pt1 = 20000, sleep | pos: 9.1, -6.1462, 20.3 look: 6.7914, -7.262, 20.1939
; (sleep 4)
[logic@mil_7_8_xcvb_night_7]
active = beh@night_7
suitable = {!surge_started =is_night} true
prior = 57
[beh@night_7]:beh@sleep
pt1 = 20000, drunk_sit_ass | pos: 14, -6.2895, 16.8 look: 15.8697, -7.3105, 16.9416
; (patrol 1 bridge)
[logic@mil_7_8_xcvb_night_8]
active = beh@night_8
suitable = {!surge_started =is_night} true
prior = 57
[beh@night_8]:beh@combat
pt1 = 20000, guard | pos: -9.8, -5.1614, 67.2 look: -6.8445, -6.1284, 71.6312
pt2 = 20000, guard | pos: -6.3, -7.8624, -23.1 look: -6.3645, -8.8768, -20.6853
; ------------- 56
; (guard down the road 1)
[logic@mil_7_8_xcvb_night_9]
active = beh@night_9
suitable = {!surge_started =is_night} true
prior = 56
[beh@night_9]:beh@combat
pt1 = 20000, guard | pos: -11.9, -11.6599, 140 look: -18.9581, -12.716, 141.985
pt2 = 20000, guard | pos: -7, -5.0914, 87.5 look: -7.2454, -6.1708, 90.818
@@ -0,0 +1,27 @@
![animpoint@sit]
on_info = {=medic_sleep_time} beh@xcvb_sleep
[beh@xcvb_sleep]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
path_end = loop
on_info = {!medic_sleep_time} animpoint@sit
meet = no_meet
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
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
pt1 = 20000, drunk_sit_ass | pos: 28, -6.3979, 13.3 look: 26.3851, -7.3944, 15.039
@@ -0,0 +1,27 @@
![animpoint@stand]
on_info2 = {=trader_sleep_time} beh@xcvb_sleep
[beh@xcvb_sleep]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
path_end = loop
on_info = {!trader_sleep_time} animpoint@stand
meet = no_meet
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
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
pt1 = 20000, drunk_sit_ass | pos: -77, -10.3094, 36.4 look: -77.0602, -11.3288, 35.2133
@@ -0,0 +1,27 @@
![animpoint@stand]
on_info3 = {=mechanic_sleep_time} beh@xcvb_sleep
[beh@xcvb_sleep]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
path_end = loop
on_info = {!mechanic_sleep_time} animpoint@stand
meet = no_meet
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
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
pt1 = 20000, drunk_sit_ass | pos: -18.2, -6.3476, -28.7 look: -21.1332, -7.3631, -28.8497
@@ -0,0 +1,19 @@
@[exclusive]
mil_2_2_xcvb_day_1 = military\mil_smart_terrain_2_2_smart_logic_xcvb.ltx
mil_2_2_xcvb_day_2 = military\mil_smart_terrain_2_2_smart_logic_xcvb.ltx
mil_2_2_xcvb_day_3 = military\mil_smart_terrain_2_2_smart_logic_xcvb.ltx
mil_2_2_xcvb_day_4 = military\mil_smart_terrain_2_2_smart_logic_xcvb.ltx
mil_2_2_xcvb_day_5 = military\mil_smart_terrain_2_2_smart_logic_xcvb.ltx
mil_2_2_xcvb_day_6 = military\mil_smart_terrain_2_2_smart_logic_xcvb.ltx
mil_2_2_xcvb_day_7 = military\mil_smart_terrain_2_2_smart_logic_xcvb.ltx
mil_2_2_xcvb_day_8 = military\mil_smart_terrain_2_2_smart_logic_xcvb.ltx
mil_2_2_xcvb_night_1 = military\mil_smart_terrain_2_2_smart_logic_xcvb.ltx
mil_2_2_xcvb_night_2 = military\mil_smart_terrain_2_2_smart_logic_xcvb.ltx
mil_2_2_xcvb_night_3 = military\mil_smart_terrain_2_2_smart_logic_xcvb.ltx
mil_2_2_xcvb_night_4 = military\mil_smart_terrain_2_2_smart_logic_xcvb.ltx
mil_2_2_xcvb_night_5 = military\mil_smart_terrain_2_2_smart_logic_xcvb.ltx
mil_2_2_xcvb_night_6 = military\mil_smart_terrain_2_2_smart_logic_xcvb.ltx
mil_2_2_xcvb_night_7 = military\mil_smart_terrain_2_2_smart_logic_xcvb.ltx
mil_2_2_xcvb_night_8 = military\mil_smart_terrain_2_2_smart_logic_xcvb.ltx
@@ -0,0 +1,17 @@
@[exclusive]
mil_7_10_xcvb_day_1 = military\mil_smart_terrain_7_10_smart_logic_xcvb.ltx
mil_7_10_xcvb_day_2 = military\mil_smart_terrain_7_10_smart_logic_xcvb.ltx
mil_7_10_xcvb_day_3 = military\mil_smart_terrain_7_10_smart_logic_xcvb.ltx
mil_7_10_xcvb_day_4 = military\mil_smart_terrain_7_10_smart_logic_xcvb.ltx
mil_7_10_xcvb_day_5 = military\mil_smart_terrain_7_10_smart_logic_xcvb.ltx
mil_7_10_xcvb_day_6 = military\mil_smart_terrain_7_10_smart_logic_xcvb.ltx
mil_7_10_xcvb_day_7 = military\mil_smart_terrain_7_10_smart_logic_xcvb.ltx
mil_7_10_xcvb_night_1 = military\mil_smart_terrain_7_10_smart_logic_xcvb.ltx
mil_7_10_xcvb_night_2 = military\mil_smart_terrain_7_10_smart_logic_xcvb.ltx
mil_7_10_xcvb_night_3 = military\mil_smart_terrain_7_10_smart_logic_xcvb.ltx
mil_7_10_xcvb_night_4 = military\mil_smart_terrain_7_10_smart_logic_xcvb.ltx
mil_7_10_xcvb_night_5 = military\mil_smart_terrain_7_10_smart_logic_xcvb.ltx
mil_7_10_xcvb_night_6 = military\mil_smart_terrain_7_10_smart_logic_xcvb.ltx
mil_7_10_xcvb_night_7 = military\mil_smart_terrain_7_10_smart_logic_xcvb.ltx
@@ -0,0 +1,17 @@
@[exclusive]
mil_7_12_xcvb_day_1 = military\mil_smart_terrain_7_12_smart_logic_xcvb.ltx
mil_7_12_xcvb_day_2 = military\mil_smart_terrain_7_12_smart_logic_xcvb.ltx
mil_7_12_xcvb_day_3 = military\mil_smart_terrain_7_12_smart_logic_xcvb.ltx
mil_7_12_xcvb_day_4 = military\mil_smart_terrain_7_12_smart_logic_xcvb.ltx
mil_7_12_xcvb_day_5 = military\mil_smart_terrain_7_12_smart_logic_xcvb.ltx
mil_7_12_xcvb_day_6 = military\mil_smart_terrain_7_12_smart_logic_xcvb.ltx
mil_7_12_xcvb_day_7 = military\mil_smart_terrain_7_12_smart_logic_xcvb.ltx
mil_7_12_xcvb_night_1 = military\mil_smart_terrain_7_12_smart_logic_xcvb.ltx
mil_7_12_xcvb_night_2 = military\mil_smart_terrain_7_12_smart_logic_xcvb.ltx
mil_7_12_xcvb_night_3 = military\mil_smart_terrain_7_12_smart_logic_xcvb.ltx
mil_7_12_xcvb_night_4 = military\mil_smart_terrain_7_12_smart_logic_xcvb.ltx
mil_7_12_xcvb_night_5 = military\mil_smart_terrain_7_12_smart_logic_xcvb.ltx
mil_7_12_xcvb_night_6 = military\mil_smart_terrain_7_12_smart_logic_xcvb.ltx
mil_7_12_xcvb_night_7 = military\mil_smart_terrain_7_12_smart_logic_xcvb.ltx
@@ -0,0 +1,15 @@
@[exclusive]
mil_2_2_xcvb_day_1 = military\mil_smart_terrain_7_4_smart_logic_xcvb.ltx
mil_2_2_xcvb_day_2 = military\mil_smart_terrain_7_4_smart_logic_xcvb.ltx
mil_2_2_xcvb_day_3 = military\mil_smart_terrain_7_4_smart_logic_xcvb.ltx
mil_2_2_xcvb_day_4 = military\mil_smart_terrain_7_4_smart_logic_xcvb.ltx
mil_2_2_xcvb_day_5 = military\mil_smart_terrain_7_4_smart_logic_xcvb.ltx
mil_2_2_xcvb_day_6 = military\mil_smart_terrain_7_4_smart_logic_xcvb.ltx
mil_2_2_xcvb_night_1 = military\mil_smart_terrain_7_4_smart_logic_xcvb.ltx
mil_2_2_xcvb_night_2 = military\mil_smart_terrain_7_4_smart_logic_xcvb.ltx
mil_2_2_xcvb_night_3 = military\mil_smart_terrain_7_4_smart_logic_xcvb.ltx
mil_2_2_xcvb_night_4 = military\mil_smart_terrain_7_4_smart_logic_xcvb.ltx
mil_2_2_xcvb_night_5 = military\mil_smart_terrain_7_4_smart_logic_xcvb.ltx
mil_2_2_xcvb_night_6 = military\mil_smart_terrain_7_4_smart_logic_xcvb.ltx
@@ -0,0 +1,43 @@
![exclusive]
!mil_smart_terrain_7_7_freedom_bodyguard1 = military\mil_smart_terrain_7_7_smart_logic.ltx
!mil_smart_terrain_7_7_freedom_bodyguard2 = military\mil_smart_terrain_7_7_smart_logic.ltx
!mil_smart_terrain_7_7_camp_work_1 = military\mil_smart_terrain_7_7_smart_logic_mlr.ltx
!mil_smart_terrain_7_7_camp_work_2 = military\mil_smart_terrain_7_7_smart_logic_mlr.ltx
!mil_smart_terrain_7_7_camp_work_3 = military\mil_smart_terrain_7_7_smart_logic_mlr.ltx
!mil_smart_terrain_7_7_camp_work_4 = military\mil_smart_terrain_7_7_smart_logic_mlr.ltx
!mil_smart_terrain_7_7_camp_work_5 = military\mil_smart_terrain_7_7_smart_logic_mlr.ltx
!mil_smart_terrain_7_7_camp_work_13 = military\mil_smart_terrain_7_7_smart_logic_mlr.ltx
!mil_smart_terrain_7_7_camp_work_18 = military\mil_smart_terrain_7_7_smart_logic_mlr.ltx
!mil_smart_terrain_7_7_camp_work_19 = military\mil_smart_terrain_7_7_smart_logic_mlr.ltx
!mil_smart_terrain_7_7_camp_work_20 = military\mil_smart_terrain_7_7_smart_logic_mlr.ltx
!mil_smart_terrain_7_7_camp_work_21 = military\mil_smart_terrain_7_7_smart_logic_mlr.ltx
mil_7_7_xcvb_day_1 = military\mil_smart_terrain_7_7_smart_logic_xcvb.ltx
mil_7_7_xcvb_day_2 = military\mil_smart_terrain_7_7_smart_logic_xcvb.ltx
mil_7_7_xcvb_day_3 = military\mil_smart_terrain_7_7_smart_logic_xcvb.ltx
mil_7_7_xcvb_day_4 = military\mil_smart_terrain_7_7_smart_logic_xcvb.ltx
mil_7_7_xcvb_day_5 = military\mil_smart_terrain_7_7_smart_logic_xcvb.ltx
mil_7_7_xcvb_day_6 = military\mil_smart_terrain_7_7_smart_logic_xcvb.ltx
mil_7_7_xcvb_day_7 = military\mil_smart_terrain_7_7_smart_logic_xcvb.ltx
mil_7_7_xcvb_day_8 = military\mil_smart_terrain_7_7_smart_logic_xcvb.ltx
mil_7_7_xcvb_day_9 = military\mil_smart_terrain_7_7_smart_logic_xcvb.ltx
mil_7_7_xcvb_day_10 = military\mil_smart_terrain_7_7_smart_logic_xcvb.ltx
mil_7_7_xcvb_day_11 = military\mil_smart_terrain_7_7_smart_logic_xcvb.ltx
mil_7_7_xcvb_day_12 = military\mil_smart_terrain_7_7_smart_logic_xcvb.ltx
mil_7_7_xcvb_day_13 = military\mil_smart_terrain_7_7_smart_logic_xcvb.ltx
mil_7_7_xcvb_day_14 = military\mil_smart_terrain_7_7_smart_logic_xcvb.ltx
mil_7_7_xcvb_night_1 = military\mil_smart_terrain_7_7_smart_logic_xcvb.ltx
mil_7_7_xcvb_night_2 = military\mil_smart_terrain_7_7_smart_logic_xcvb.ltx
mil_7_7_xcvb_night_3 = military\mil_smart_terrain_7_7_smart_logic_xcvb.ltx
mil_7_7_xcvb_night_4 = military\mil_smart_terrain_7_7_smart_logic_xcvb.ltx
mil_7_7_xcvb_night_5 = military\mil_smart_terrain_7_7_smart_logic_xcvb.ltx
mil_7_7_xcvb_night_6 = military\mil_smart_terrain_7_7_smart_logic_xcvb.ltx
mil_7_7_xcvb_night_7 = military\mil_smart_terrain_7_7_smart_logic_xcvb.ltx
mil_7_7_xcvb_night_8 = military\mil_smart_terrain_7_7_smart_logic_xcvb.ltx
mil_7_7_xcvb_night_9 = military\mil_smart_terrain_7_7_smart_logic_xcvb.ltx
mil_7_7_xcvb_night_10 = military\mil_smart_terrain_7_7_smart_logic_xcvb.ltx
mil_7_7_xcvb_night_11 = military\mil_smart_terrain_7_7_smart_logic_xcvb.ltx
mil_7_7_xcvb_night_12 = military\mil_smart_terrain_7_7_smart_logic_xcvb.ltx
mil_7_7_xcvb_night_13 = military\mil_smart_terrain_7_7_smart_logic_xcvb.ltx
mil_7_7_xcvb_night_14 = military\mil_smart_terrain_7_7_smart_logic_xcvb.ltx
@@ -0,0 +1,20 @@
@[exclusive]
mil_7_8_xcvb_day_1 = military\mil_smart_terrain_7_8_smart_logic_xcvb.ltx
mil_7_8_xcvb_day_2 = military\mil_smart_terrain_7_8_smart_logic_xcvb.ltx
mil_7_8_xcvb_day_3 = military\mil_smart_terrain_7_8_smart_logic_xcvb.ltx
mil_7_8_xcvb_day_4 = military\mil_smart_terrain_7_8_smart_logic_xcvb.ltx
mil_7_8_xcvb_day_5 = military\mil_smart_terrain_7_8_smart_logic_xcvb.ltx
mil_7_8_xcvb_day_6 = military\mil_smart_terrain_7_8_smart_logic_xcvb.ltx
mil_7_8_xcvb_day_7 = military\mil_smart_terrain_7_8_smart_logic_xcvb.ltx
mil_7_8_xcvb_day_8 = military\mil_smart_terrain_7_8_smart_logic_xcvb.ltx
mil_7_8_xcvb_night_1 = military\mil_smart_terrain_7_8_smart_logic_xcvb.ltx
mil_7_8_xcvb_night_2 = military\mil_smart_terrain_7_8_smart_logic_xcvb.ltx
mil_7_8_xcvb_night_3 = military\mil_smart_terrain_7_8_smart_logic_xcvb.ltx
mil_7_8_xcvb_night_4 = military\mil_smart_terrain_7_8_smart_logic_xcvb.ltx
mil_7_8_xcvb_night_5 = military\mil_smart_terrain_7_8_smart_logic_xcvb.ltx
mil_7_8_xcvb_night_6 = military\mil_smart_terrain_7_8_smart_logic_xcvb.ltx
mil_7_8_xcvb_night_7 = military\mil_smart_terrain_7_8_smart_logic_xcvb.ltx
mil_7_8_xcvb_night_8 = military\mil_smart_terrain_7_8_smart_logic_xcvb.ltx
mil_7_8_xcvb_night_9 = military\mil_smart_terrain_7_8_smart_logic_xcvb.ltx
@@ -0,0 +1,121 @@
[beh@general]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
gather_items_enabled = true
help_wounded_enabled = true
corpse_detection_enabled = true
meet = meet@general
use_camp = false
path_end = loop
[beh@combat]:beh@general
walk_dist = 25
jog_dist = 220
wait_anim = patrol
walk_anim = patrol
jog_anim = patrol
run_anim = patrol
sound_idle = state
[beh@campfire]:beh@general
turn_on_campfire = true
sound_idle = state
[beh@sleep]:beh@general
gather_items_enabled = false
corpse_detection_enabled = false
meet = no_meet
[meet@general]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
use = {=actor_enemy} false, {=dist_to_actor_le(3)} true, false
snd_on_use = {!dist_to_actor_le(3)} nil
meet_on_talking = false
; =======================
; ------------- DAY ---------------
; =======================
; ------------- 59
; (guard 1)
[logic@stalker_killers1_xcvb_day_1]
active = beh@day_1
suitable = {!surge_started} true
prior = 59
[beh@day_1]:beh@combat
pt1 = 20000, guard | pos: -254.8, 0.9948, 3.5 look: -252.3644, -0.0003, 2.0412
; (guard 2)
[logic@stalker_killers1_xcvb_day_2]
active = beh@day_2
suitable = {!surge_started} true
prior = 59
[beh@day_2]:beh@combat
pt1 = 20000, guard | pos: -252, 0.9948, 7 look: -248.4535, -0.0046, 8.2987
pt2 = 20000, guard | pos: -247.1, 0.9948, 17.5 look: -245.4171, -0.001, 15.3734
; ------------- 58
; (guard 3)
[logic@stalker_killers1_xcvb_day_3]
active = beh@day_3
suitable = {!surge_started} true
prior = 58
[beh@day_3]:beh@combat
pt1 = 20000, fold_arms | pos: -261.1, 0.9948, 22.4 look: -260.9945, -0.0012, 18.4898
; (campfre 1)
[logic@stalker_killers1_xcvb_day_4]
active = beh@day_4
suitable = {!surge_started} true
prior = 58
[beh@day_4]:beh@campfire
pt1 = 30000, sit | pos: -262.5, 0.9948, 16.1 look: -264.0718, -0.0005, 12.3859
pt2 = 20000, eat_vodka | pos: -262.5, 0.9948, 16.1 look: -264.0718, -0.0005, 12.3859
pt3 = 20000, roast_kolbasa_bred | pos: -262.5, 0.9948, 16.1 look: -264.0718, -0.0005, 12.3859
; ------------- 57
; (campfre 2)
[logic@stalker_killers1_xcvb_day_5]
active = beh@day_5
suitable = {!surge_started} true
prior = 57
[beh@day_5]:beh@campfire
pt1 = 35000, use_pda | pos: -265.3, 0.9948, 14.7 look: -261.2609, -0.0044, 13.8588
pt2 = 20000, sit_ass | pos: -265.3, 0.9948, 14.7 look: -261.2609, -0.0044, 13.8588
pt3 = 25000, eat_kolbasa | pos: -265.3, 0.9948, 14.7 look: -261.2609, -0.0044, 13.8588
; (campfre 3)
[logic@stalker_killers1_xcvb_day_6]
active = beh@day_6
suitable = {!surge_started} true
prior = 57
[beh@day_6]:beh@campfire
pt1 = 40000, sit | pos: -263.2, 0.9948, 12.6 look: -263.2539, -0.0006, 16.1133
pt2 = 25000, smoking_sit | pos: -263.2, 0.9948, 12.6 look: -263.2539, -0.0006, 16.1133
@@ -0,0 +1,8 @@
@[exclusive]
stalker_killers1_xcvb_day_1 = rostok\ros_smart_stalker_killers1_smart_logic_xcvb.ltx
stalker_killers1_xcvb_day_2 = rostok\ros_smart_stalker_killers1_smart_logic_xcvb.ltx
stalker_killers1_xcvb_day_3 = rostok\ros_smart_stalker_killers1_smart_logic_xcvb.ltx
stalker_killers1_xcvb_day_4 = rostok\ros_smart_stalker_killers1_smart_logic_xcvb.ltx
stalker_killers1_xcvb_day_5 = rostok\ros_smart_stalker_killers1_smart_logic_xcvb.ltx
stalker_killers1_xcvb_day_6 = rostok\ros_smart_stalker_killers1_smart_logic_xcvb.ltx
@@ -0,0 +1,2 @@
![animpoint@night]
meet = no_meet
@@ -0,0 +1,2 @@
![animpoint@night]
meet = no_meet
@@ -0,0 +1,27 @@
![walker]
on_info2 = {=trader_sleep_time} beh@xcvb_sleep
[beh@xcvb_sleep]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
path_end = loop
on_info = {!trader_sleep_time} walker
meet = no_meet
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
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
pt1 = 20000, drunk_sit_ass | pos: 25.9, -10.6922, -275.8 look: 25.893, -11.5905, -274.3455
@@ -0,0 +1,25 @@
![exclusive]
!yan_smart_terrain_6_4_camp_work_1 = yantar\yan_smart_terrain_6_4_smart_logic.ltx
!yan_smart_terrain_6_4_camp_work_2 = yantar\yan_smart_terrain_6_4_smart_logic.ltx
yan_6_4_xcvb_day_1 = yantar\yan_smart_terrain_6_4_smart_logic_xcvb.ltx
yan_6_4_xcvb_day_2 = yantar\yan_smart_terrain_6_4_smart_logic_xcvb.ltx
yan_6_4_xcvb_day_3 = yantar\yan_smart_terrain_6_4_smart_logic_xcvb.ltx
yan_6_4_xcvb_day_4 = yantar\yan_smart_terrain_6_4_smart_logic_xcvb.ltx
yan_6_4_xcvb_day_5 = yantar\yan_smart_terrain_6_4_smart_logic_xcvb.ltx
yan_6_4_xcvb_day_6 = yantar\yan_smart_terrain_6_4_smart_logic_xcvb.ltx
yan_6_4_xcvb_day_7 = yantar\yan_smart_terrain_6_4_smart_logic_xcvb.ltx
yan_6_4_xcvb_day_8 = yantar\yan_smart_terrain_6_4_smart_logic_xcvb.ltx
yan_6_4_xcvb_day_9 = yantar\yan_smart_terrain_6_4_smart_logic_xcvb.ltx
yan_6_4_xcvb_night_1 = yantar\yan_smart_terrain_6_4_smart_logic_xcvb.ltx
yan_6_4_xcvb_night_2 = yantar\yan_smart_terrain_6_4_smart_logic_xcvb.ltx
yan_6_4_xcvb_night_3 = yantar\yan_smart_terrain_6_4_smart_logic_xcvb.ltx
yan_6_4_xcvb_night_4 = yantar\yan_smart_terrain_6_4_smart_logic_xcvb.ltx
yan_6_4_xcvb_night_5 = yantar\yan_smart_terrain_6_4_smart_logic_xcvb.ltx
yan_6_4_xcvb_night_6 = yantar\yan_smart_terrain_6_4_smart_logic_xcvb.ltx
yan_6_4_xcvb_night_7 = yantar\yan_smart_terrain_6_4_smart_logic_xcvb.ltx
yan_6_4_xcvb_night_8 = yantar\yan_smart_terrain_6_4_smart_logic_xcvb.ltx
yan_6_4_xcvb_night_9 = yantar\yan_smart_terrain_6_4_smart_logic_xcvb.ltx
yan_6_4_xcvb_night_10 = yantar\yan_smart_terrain_6_4_smart_logic_xcvb.ltx
@@ -0,0 +1,268 @@
[beh@general]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
gather_items_enabled = true
help_wounded_enabled = true
corpse_detection_enabled = true
meet = meet@general
wounded = wounded@ignore
use_camp = false
path_end = loop
[beh@combat]:beh@general
walk_dist = 25
jog_dist = 220
wait_anim = patrol
walk_anim = patrol
jog_anim = patrol
run_anim = patrol
sound_idle = state
[beh@campfire]:beh@general
turn_on_campfire = true
sound_idle = state
[beh@sleep]:beh@general
gather_items_enabled = false
corpse_detection_enabled = false
meet = no_meet
[meet@general]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
use = {=actor_enemy} false, {=dist_to_actor_le(3)} true, false
snd_on_use = {!dist_to_actor_le(3)} nil
meet_on_talking = false
[wounded@ignore]
hp_state = 0|wounded_heavy@help_heavy
hp_state_see = 0|wounded_heavy@help_heavy
hp_victim = 0|nil
hp_fight = 0|false
hp_cover = 0|false
; =======================
; ------------- DAY ---------------
; =======================
; ------------- 59
; guard east 1
[logic@yan_6_4_xcvb_day_1]
active = beh@day_1
suitable = {!surge_started !is_night} true
prior = 59
[beh@day_1]:beh@combat
pt1 = 20000, guard | pos: 52.5, -10.8831, -272.3 look: 59.1406, -11.8797, -270.1982
; guard west 1_1
[logic@yan_6_4_xcvb_day_2]
active = beh@day_2
suitable = {!surge_started !is_night} true
prior = 59
[beh@day_2]:beh@combat
pt1 = 20000, guard | pos: 4.2, -10.8831, -249.9 look: -2.9082, -11.8803, -249.7892
; guard west 2_1
[logic@yan_6_4_xcvb_day_3]
active = beh@day_3
suitable = {!surge_started !is_night} true
prior = 59
[beh@day_3]:beh@combat
pt1 = 20000, guard | pos: 1.4, -10.8913, -284.9 look: -6.0869, -11.8808, -287.7123
; ------------- 58
; guard roof
[logic@yan_6_4_xcvb_day_4]
active = beh@day_4
suitable = {!surge_started !is_night =guard_has_rifle} true
prior = 58
[beh@day_4]:beh@combat
pt1 = 20000, guard | pos: 35, -4.943, -271.6 look: 37.3005, -5.944, -271.4697
pt2 = 20000, guard | pos: 21.7, -4.943, -271.6 look: 20.0166, -5.8435, -271.6434
; ------------- 57
; guard east 2
[logic@yan_6_4_xcvb_day_5]
active = beh@day_5
suitable = {!surge_started !is_night} true
prior = 57
[beh@day_5]:beh@combat
pt1 = 20000, guard | pos: 47.6, -10.8831, -280 look: 57.4777, -11.8856, -271.3763
; guard west 1_2
[logic@yan_6_4_xcvb_day_6]
active = beh@day_6
suitable = {!surge_started !is_night} true
prior = 57
[beh@day_6]:beh@combat
pt1 = 20000, guard | pos: 12.6, -10.8831, -258.3 look: 4.4967, -11.8893, -253.6736
; guard west 2_2
[logic@yan_6_4_xcvb_day_7]
active = beh@day_7
suitable = {!surge_started !is_night} true
prior = 57
[beh@day_7]:beh@combat
pt1 = 20000, guard | pos: 11.2, -10.8831, -290.5 look: 4.0203, -11.8907, -289.1926
; ------------- 56
; guard east 3
[logic@yan_6_4_xcvb_day_8]
active = beh@day_8
suitable = {!surge_started !is_night} true
prior = 56
[beh@day_8]:beh@combat
pt1 = 20000, guard | pos: 46.2, -10.8831, -266 look: 51.529, -11.8801, -268.2892
; guard west 1_3
[logic@yan_6_4_xcvb_day_9]
active = beh@day_9
suitable = {!surge_started !is_night} true
prior = 56
[beh@day_9]:beh@combat
pt1 = 20000, guard | pos: 24.5, -10.8831, -256.9 look: 10.8762, -11.8902, -253.5143
; =======================
; ------------ NIGHT -------------
; =======================
; ------------- 59
; guard east 1
[logic@yan_6_4_xcvb_night_1]
active = beh@night_1
suitable = {!surge_started =is_night} true
prior = 59
[beh@night_1]:beh@combat
pt1 = 20000, guard | pos: 52.5, -10.8831, -272.3 look: 59.1406, -11.8797, -270.1982
; guard west 1_1
[logic@yan_6_4_xcvb_night_2]
active = beh@night_2
suitable = {!surge_started =is_night} true
prior = 59
[beh@night_2]:beh@combat
pt1 = 20000, guard | pos: 4.2, -10.8831, -249.9 look: -2.9082, -11.8803, -249.7892
; guard west 2_1
[logic@yan_6_4_xcvb_night_3]
active = beh@night_3
suitable = {!surge_started =is_night} true
prior = 59
[beh@night_3]:beh@combat
pt1 = 20000, guard | pos: 1.4, -10.8913, -284.9 look: -6.0869, -11.8808, -287.7123
; ------------- 58
[logic@yan_6_4_xcvb_night_4]
active = animpoint@night_4
suitable = {!surge_started =is_night} true
prior = 58
[animpoint@night_4]
cover_name = yan_smart_terrain_6_4_animpoint_kamp4
use_camp = true
[logic@yan_6_4_xcvb_night_5]
active = animpoint@night_5
suitable = {!surge_started =is_night} true
prior = 58
[animpoint@night_5]
cover_name = yan_smart_terrain_6_4_animpoint_kamp5
use_camp = true
; ------------- 57
; guard roof
[logic@yan_6_4_xcvb_night_6]
active = beh@night_6
suitable = {!surge_started =is_night =guard_has_rifle} true
prior = 57
[beh@night_6]:beh@combat
pt1 = 20000, guard | pos: 35, -4.943, -271.6 look: 37.3005, -5.944, -271.4697
pt2 = 20000, guard | pos: 21.7, -4.943, -271.6 look: 20.0166, -5.8435, -271.6434
; campfire 1
[logic@yan_6_4_xcvb_night_7]
active = beh@night_7
suitable = {!surge_started =is_night} true
prior = 57
[beh@night_7]:beh@campfire
pt1 = 30000, sit_ass | pos: 25.2, -10.8831, -242.2 look: 27.6773, -11.8793, -244.4386
pt2 = 15000, eat_kolbasa | pos: 25.2, -10.8831, -242.2 look: 27.6773, -11.8793, -244.4386
pt3 = 25000, eat_energy | pos: 25.2, -10.8831, -242.2 look: 27.6773, -11.8793, -244.4386
; ------------- 56
; guard east 2
[logic@yan_6_4_xcvb_night_8]
active = beh@night_8
suitable = {!surge_started =is_night} true
prior = 56
[beh@night_8]:beh@combat
pt1 = 20000, guard | pos: 47.6, -10.8831, -280 look: 57.4777, -11.8856, -271.3763
; guard west 1_2
[logic@yan_6_4_xcvb_night_9]
active = beh@night_9
suitable = {!surge_started =is_night} true
prior = 56
[beh@night_9]:beh@combat
pt1 = 20000, guard | pos: 12.6, -10.8831, -258.3 look: 4.4967, -11.8893, -253.6736
; campfire 2
[logic@yan_6_4_xcvb_night_10]
active = beh@night_10
suitable = {!surge_started =is_night} true
prior = 56
[beh@night_10]:beh@campfire
pt1 = 25000, smoking_sit | pos: 27.3, -10.8831, -244.3 look: 24.8234, -11.8869, -242.0479
pt2 = 30000, use_pda | pos: 27.3, -10.8831, -244.3 look: 24.8234, -11.8869, -242.0479
pt3 = 45000, sit | ppos: 27.3, -10.8831, -244.3 look: 24.8234, -11.8869, -242.0479
@@ -0,0 +1,37 @@
<?xml version="1.0" encoding="windows-1251"?>
<!--
MCM
-->
<string_table>
<string id="ui_mcm_rad_ai_title">
<text>Semi-radiant AI</text>
</string>
<string id="ui_mcm_menu_rad_ai">
<text>Semi-radiant AI</text>
</string>
<string id="ui_mcm_rad_ai_trader_sleep">
<text>Sleeping traders</text>
</string>
<string id="ui_mcm_rad_ai_mechanic_sleep">
<text>Sleeping mechanics</text>
</string>
<string id="ui_mcm_rad_ai_medic_sleep">
<text>Sleeping medics</text>
</string>
<string id="ui_mcm_rad_ai_sleep_from">
<text>Traders sleep from</text>
</string>
<string id="ui_mcm_rad_ai_sleep_to">
<text>Traders sleep to</text>
</string>
</string_table>
@@ -0,0 +1,37 @@
<?xml version="1.0" encoding="windows-1251"?>
<!--
MCM
-->
<string_table>
<string id="ui_mcm_rad_ai_title">
<text>Semi-radiant AI</text>
</string>
<string id="ui_mcm_menu_rad_ai">
<text>Semi-radiant AI</text>
</string>
<string id="ui_mcm_rad_ai_trader_sleep">
<text>Ñïÿùèå òîðãîâöû</text>
</string>
<string id="ui_mcm_rad_ai_mechanic_sleep">
<text>Ñïÿùèå òåõíèêè</text>
</string>
<string id="ui_mcm_rad_ai_medic_sleep">
<text>Ñïÿùèå ìåäèêè</text>
</string>
<string id="ui_mcm_rad_ai_sleep_from">
<text>Òîðãîâöû ñïÿò ñ</text>
</string>
<string id="ui_mcm_rad_ai_sleep_to">
<text>Òîðãîâöû ñïÿò äî</text>
</string>
</string_table>
@@ -0,0 +1,27 @@
-- If you don't use MCM, change your defaults from here.
local defaults = {
["trader_sleep"] = false,
["mechanic_sleep"] = false,
["medic_sleep"] = false,
["sleep_from"] = 21,
["sleep_to"] = 5,
}
function get_config(key)
if ui_mcm then return ui_mcm.get("rad_ai/"..key) else return defaults[key] end
end
function on_mcm_load()
op = { id= "rad_ai",sh=true ,gr={
{ id= "title",type= "slide",link= "ui_options_slider_player",text="ui_mcm_rad_ai_title",size= {512,50},spacing= 20 },
{id = "trader_sleep", type = "check", val = 1, def = false},
{id = "mechanic_sleep", type = "check", val = 1, def = false},
{id = "medic_sleep", type = "check", val = 1, def = false},
{id = "sleep_from", type = "track", val = 2, min=18,max=23,step=1, def = 21},
{id = "sleep_to", type = "track", val = 2, min=3,max=9,step=1, def = 5},
}
}
return op
end
@@ -0,0 +1,114 @@
local wpn_t = { ["w_rifle"] = true, ["w_sniper"] = true, ["w_smg"] = true }
xr_conditions.guard_has_rifle = function(actor, npc, p)
if not (npc) then
return false
end
local id = type(npc.id) == "function" and npc:id() or npc.id
local st = db.storage[id]
if not (st) then
return false
end
local obj = st and st.object or level.object_by_id(id)
if (not obj) then
return
end
local wpn = obj:best_weapon() or obj:active_item()
if not (wpn and IsWeapon(wpn) and not IsMelee(wpn)) then
return
end
local kind = wpn and wpn:section() and ini_sys:r_string_ex(wpn:section(), "kind") or nil
if kind and wpn_t[kind] then
return true
end
return false
end
xr_conditions.guard_has_sniper_rifle = function(actor, npc, p)
if not (npc) then
return false
end
local id = type(npc.id) == "function" and npc:id() or npc.id
local st = db.storage[id]
if not (st) then
return false
end
local obj = st and st.object or level.object_by_id(id)
if (not obj) then
return
end
local wpn = obj:best_weapon() or obj:active_item()
if not (wpn and IsWeapon(wpn) and not IsMelee(wpn)) then
return
end
local kind = wpn and wpn:section() and ini_sys:r_string_ex(wpn:section(), "kind") or nil
if kind and kind == "w_sniper" then
return true
end
return false
end
xr_conditions.trader_sleep_time = function(actor, npc, p)
local opt_on = semiradiant_ai_mcm.get_config("trader_sleep")
local hrs_from = semiradiant_ai_mcm.get_config("sleep_from")
local hrs_to = semiradiant_ai_mcm.get_config("sleep_to")
local must_go_sleep = opt_on and hrs_from and hrs_to and (level.get_time_hours() >= hrs_from or level.get_time_hours() < hrs_to)
if db.actor ~= nil and must_go_sleep then
return true
end
return false
end
xr_conditions.mechanic_sleep_time = function(actor, npc, p)
local opt_on = semiradiant_ai_mcm.get_config("mechanic_sleep")
local hrs_from = semiradiant_ai_mcm.get_config("sleep_from")
local hrs_to = semiradiant_ai_mcm.get_config("sleep_to")
local must_go_sleep = opt_on and hrs_from and hrs_to and (level.get_time_hours() >= hrs_from or level.get_time_hours() < hrs_to)
if db.actor ~= nil and must_go_sleep then
return true
end
return false
end
xr_conditions.medic_sleep_time = function(actor, npc, p)
local opt_on = semiradiant_ai_mcm.get_config("medic_sleep")
local hrs_from = semiradiant_ai_mcm.get_config("sleep_from")
local hrs_to = semiradiant_ai_mcm.get_config("sleep_to")
local must_go_sleep = opt_on and hrs_from and hrs_to and (level.get_time_hours() >= hrs_from or level.get_time_hours() < hrs_to)
if db.actor ~= nil and must_go_sleep then
return true
end
return false
end
xr_conditions.check_door_faction_time = function(actor,npc,p)
local opt_on = semiradiant_ai_mcm.get_config("trader_sleep")
local hrs_from = semiradiant_ai_mcm.get_config("sleep_from")
local hrs_to = semiradiant_ai_mcm.get_config("sleep_to")
local must_go_sleep = opt_on and hrs_from and hrs_to and (level.get_time_hours() >= hrs_from or level.get_time_hours() < hrs_to)
if(p[1]~=nil) then
return game_relations.is_factions_enemies(character_community(db.actor), p[1]) or must_go_sleep
end
return false
end
+28
View File
@@ -0,0 +1,28 @@
[General]
gameName=stalkeranomaly
modid=0
version=d2024.12.3.0
newestVersion=
category="-1,"
nexusFileStatus=1
installationFile=semi_radiant_ai_0.31.zip
repository=Nexus
ignoredVersion=
comments=
notes=
nexusDescription=
url=
hasCustomURL=true
lastNexusQuery=
lastNexusUpdate=
nexusLastModified=2024-12-03T23:27:28Z
nexusCategory=0
converted=false
validated=false
color=@Variant(\0\0\0\x43\0\xff\xff\0\0\0\0\0\0\0\0)
tracked=0
[installedFiles]
1\modid=0
1\fileid=0
size=1