Added, Updated and Removed Mods; Updated Readme

This commit is contained in:
2024-04-01 22:56:36 -04:00
parent 255081e1ee
commit 5caee9fba5
1056 changed files with 49175 additions and 1278 deletions
@@ -0,0 +1,130 @@
[section@squad]
target@base = val_smart_terrain_1_2
[section@logic]
logic@krov_a_1
logic@krov_a_2
logic@krov_a_3
logic@krov_a_4
logic@krov_a_5
logic@krov_a_6
logic@krov_b_1
logic@krov_b_2
logic@krov_b_3
logic@krov_b_4
logic@krov_b_5
logic@krov_b_6
logic@krov_c_1
logic@krov_c_2
logic@krov_c_3
logic@krov_c_4
logic@krov_c_5
logic@krov_c_6
;------------------------------
; Logic
;------------------------------
[logic@base]
net_spawn = pt1
[logic@krov_a_1]:logic@base
active = mob_home@krov_a_1
[logic@krov_a_2]:logic@base
active = mob_home@krov_a_2
[logic@krov_a_3]:logic@base
active = mob_home@krov_a_3
[logic@krov_a_4]:logic@base
active = mob_home@krov_a_4
[logic@krov_a_5]:logic@base
active = mob_home@krov_a_5
[logic@krov_a_6]:logic@base
active = mob_home@krov_a_6
[logic@krov_b_1]:logic@base
active = mob_home@krov_b_1
[logic@krov_b_2]:logic@base
active = mob_home@krov_b_2
[logic@krov_b_3]:logic@base
active = mob_home@krov_b_3
[logic@krov_b_4]:logic@base
active = mob_home@krov_b_4
[logic@krov_b_5]:logic@base
active = mob_home@krov_b_5
[logic@krov_b_6]:logic@base
active = mob_home@krov_b_6
[logic@krov_c_1]:logic@base
active = mob_home@krov_c_1
[logic@krov_c_2]:logic@base
active = mob_home@krov_c_2
[logic@krov_c_3]:logic@base
active = mob_home@krov_c_3
[logic@krov_c_4]:logic@base
active = mob_home@krov_c_4
[logic@krov_c_5]:logic@base
active = mob_home@krov_c_5
[logic@krov_c_6]:logic@base
active = mob_home@krov_c_6
;------------------------------
; Scheme
;------------------------------
[mob_home@base]
target = %=mutant_path()%
move_animation = walk
wait_animation = {-me_misc_bloodsucker_val_aggro} bloodsucker_sleep, stand
combat_ignore_cond = {-me_misc_bloodsucker_val_aggro} true
enemy_ignore_cond = {-me_misc_bloodsucker_val_aggro} true
on_sound1 = actor|WPN_shoot|10|0| {-me_misc_bloodsucker_val_aggro} %+me_misc_bloodsucker_val_aggro%
on_sound2 = actor|WPN_hit|5|0| {-me_misc_bloodsucker_val_aggro} %+me_misc_bloodsucker_val_aggro%
on_sound3 = actor|WPN_empty|5|0| {-me_misc_bloodsucker_val_aggro} %+me_misc_bloodsucker_val_aggro%
on_sound4 = actor|WPN_reload|5|0| {-me_misc_bloodsucker_val_aggro} %+me_misc_bloodsucker_val_aggro%
on_sound5 = actor|MST_damage|10|0| {-me_misc_bloodsucker_val_aggro} %+me_misc_bloodsucker_val_aggro%
on_sound6 = actor|MST_die|10|0| {-me_misc_bloodsucker_val_aggro} %+me_misc_bloodsucker_val_aggro%
on_info1 = {-me_misc_bloodsucker_val_aggro =dist_to_actor_le(5) =script(gameplay_misc_encounter:actor_sprint) !script(gameplay_misc_encounter:ray_cast_to_actor_le:5)} %+me_misc_bloodsucker_val_aggro%
[mob_home@krov_a_1]:mob_home@base
pt1 = pos:172.2,0.10,-273.7 dir:0
[mob_home@krov_a_2]:mob_home@base
pt1 = pos:172.9,0.10,-272.3 dir:45
[mob_home@krov_a_3]:mob_home@base
pt1 = pos:171.5,0.10,-271.6 dir:-90
[mob_home@krov_a_4]:mob_home@base
pt1 = pos:172.2,0.10,-270.2 dir:-135
[mob_home@krov_a_5]:mob_home@base
pt1 = pos:171.5,0.10,-268.8 dir:90
[mob_home@krov_a_6]:mob_home@base
pt1 = pos:172.9,0.10,-268.1 dir:45
[mob_home@krov_b_1]:mob_home@base
pt1 = pos:172.9,0.10,-264.6 dir:180
[mob_home@krov_b_2]:mob_home@base
pt1 = pos:175.0,0.10,-264.6 dir:180
[mob_home@krov_b_3]:mob_home@base
pt1 = pos:175.7,0.10,-266.0 dir:90
[mob_home@krov_b_4]:mob_home@base
pt1 = pos:174.3,0.10,-268.8 dir:0
[mob_home@krov_b_5]:mob_home@base
pt1 = pos:174.3,0.10,-271.6 dir:135
[mob_home@krov_b_6]:mob_home@base
pt1 = pos:175.7,0.10,-273.7 dir:90
[mob_home@krov_c_1]:mob_home@base
pt1 = pos:171.5,0.10,-277.9 dir:-45
[mob_home@krov_c_2]:mob_home@base
pt1 = pos:172.9,0.10,-278.6 dir:90
[mob_home@krov_c_3]:mob_home@base
pt1 = pos:174.3,0.10,-278.6 dir:0
[mob_home@krov_c_4]:mob_home@base
pt1 = pos:175.7,0.10,-277.2 dir:0
[mob_home@krov_c_5]:mob_home@base
pt1 = pos:175.0,0.10,-275.8 dir:0
[mob_home@krov_c_6]:mob_home@base
pt1 = pos:172.9,0.10,-276.5 dir:180
@@ -0,0 +1,107 @@
[section@squad]
target@base = rad2_prip_teleport
[section@logic]
logic@boss_1
logic@boss_2
logic@bait
;------------------------------
; Logic
;------------------------------
[logic@base]
net_spawn = pt1
[logic@boss_1]:logic@base
suitable = {=check_squad_name(squad_lure_prey_controller_1)} true
active = mob_home@boss_1
on_death = death@boss_1
[logic@boss_2]:logic@base
suitable = {=check_squad_name(squad_lure_prey_controller_2)} true
active = mob_home@boss_2
on_death = death@boss_2
[logic@bait]:logic@base
suitable = {=check_squad_name(squad_lure_prey_phantom)} true
active = {+me_lure_prey_bait_1} beh@bait_1, {+me_lure_prey_bait_2} beh@bait_2, {+me_lure_prey_bait_3} beh@bait_3, {+me_lure_prey_bait_4} beh@bait_4, beh@bait_5
;------------------------------
; Scheme
;------------------------------
[mob_home@boss]
target = %=mutant_path()% nil
before_hit = gameplay_misc_encounter@lure_prey_before_hit
combat_ignore_cond = {-me_lure_prey_argo} %=script(gameplay_misc_encounter:kill_common_enemy)% true
enemy_ignore_cond = {-me_lure_prey_argo} true
[mob_home@boss_1]:mob_home@boss
pt1 = pos:660.8,-43.80,168.7 dir:0
on_info1 = {+me_lure_prey_argo -me_lure_prey_boss} %+me_lure_prey_boss =create_squad(squad_lure_prey_controller_2:rad2_prip_teleport)%
on_info2 = {-me_lure_prey_argo =see_actor()} %+me_lure_prey_argo%
[mob_home@boss_2]:mob_home@boss
pt1 = pos:603.4,-43.80,184.8 dir:-90
[death@boss_1]
on_info1 = {!squad_exist(squad_lure_prey_controller_2) +me_lure_prey_bait_1} %-me_lure_prey_bait_1%
on_info2 = {!squad_exist(squad_lure_prey_controller_2) +me_lure_prey_bait_2} %-me_lure_prey_bait_2%
on_info3 = {!squad_exist(squad_lure_prey_controller_2) +me_lure_prey_bait_3} %-me_lure_prey_bait_3%
on_info4 = {!squad_exist(squad_lure_prey_controller_2) +me_lure_prey_bait_4} %-me_lure_prey_bait_4%
on_info5 = {!squad_exist(squad_lure_prey_controller_2) +me_lure_prey_argo} %-me_lure_prey_argo%
on_info6 = {!squad_exist(squad_lure_prey_controller_2)} %+me_lure_prey_dead%
[death@boss_2]
on_info1 = {!squad_exist(squad_lure_prey_controller_1) +me_lure_prey_bait_1} %-me_lure_prey_bait_1%
on_info2 = {!squad_exist(squad_lure_prey_controller_1) +me_lure_prey_bait_2} %-me_lure_prey_bait_2%
on_info3 = {!squad_exist(squad_lure_prey_controller_1) +me_lure_prey_bait_3} %-me_lure_prey_bait_3%
on_info4 = {!squad_exist(squad_lure_prey_controller_1) +me_lure_prey_bait_4} %-me_lure_prey_bait_4%
on_info5 = {!squad_exist(squad_lure_prey_controller_1) +me_lure_prey_argo} %-me_lure_prey_argo%
on_info6 = {!squad_exist(squad_lure_prey_controller_1)} %+me_lure_prey_dead%
[beh@base]
dont_keep_items = true
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_keep_when_attacked = true
path_end = loop
walk_dist = 0
jog_dist = 0
run_anim = rush
meet = no_meet
before_hit = invulnerable
combat_ignore_cond = true
enemy_ignore_cond = true
[beh@bait]:beh@base
target = %=animpoint()% nil
on_info3 = %=script(gameplay_misc_encounter:lure_prey_set_stalker)%
on_info4 = {+me_lure_prey_argo =squad_exist(squad_lure_prey_phantom)} %=remove_squad(squad_lure_prey_phantom)%
on_info5 = {!squad_exist(squad_lure_prey_controller_1) =squad_exist(squad_lure_prey_phantom)} %=remove_squad(squad_lure_prey_phantom)%
[beh@bait_1]:beh@bait
pt1 = 999999,hello_wpn | pos:660.1,-43.80,182.0 dir:90
on_info1 = {=dist_to_actor_le(20) -me_lure_prey_argo} %+me_lure_prey_argo%
[beh@bait_2]:beh@bait
pt1 = 999999,hello_wpn | pos:603.4,-43.80,184.8 dir:90
on_info1 = {=dist_to_actor_le(10) -me_lure_prey_bait_1} %+me_lure_prey_bait_1%
on_info2 = {+me_lure_prey_bait_1} %=script(xr_logic_ex:set_position:beh@bait_1:pt1)% beh@bait_1
[beh@bait_3]:beh@bait
pt1 = 999999,hello_wpn | pos:557.9,-42.00,172.9 dir:290
on_info1 = {=dist_to_actor_le(10) -me_lure_prey_bait_2} %+me_lure_prey_bait_2%
on_info2 = {+me_lure_prey_bait_2} %=script(xr_logic_ex:set_position:beh@bait_2:pt1)% beh@bait_2
[beh@bait_4]:beh@bait
pt1 = 999999,hello_wpn | pos:528.5,-39.50,131.6 dir:150
on_info1 = {=dist_to_actor_le(10) -me_lure_prey_bait_3} %+me_lure_prey_bait_3%
on_info2 = {+me_lure_prey_bait_3} %=script(xr_logic_ex:set_position:beh@bait_3:pt1)% beh@bait_3
[beh@bait_5]:beh@bait
pt1 = 999999,hello_wpn | pos:560.0,-44.00,51.8 dir:210
on_info1 = {=dist_to_actor_le(10) -me_lure_prey_bait_4} %+me_lure_prey_bait_4%
on_info2 = {+me_lure_prey_bait_4} %=script(xr_logic_ex:set_position:beh@bait_4:pt1)% beh@bait_4
@@ -0,0 +1,128 @@
[section@squad]
target@base = jup_b47
[section@logic]
logic@mutant_1
logic@mutant_2
logic@mutant_3
logic@mutant_4
logic@mutant_5
logic@mutant_6
logic@mutant_7
logic@mutant_8
logic@mutant_9
logic@mutant_10
logic@mutant_11
logic@mutant_12
[test]
logic@mutant_13
logic@mutant_14
logic@mutant_15
logic@mutant_16
logic@mutant_17
logic@mutant_18
;------------------------------
; Logic
;------------------------------
[logic@base]
net_spawn = pt1
[logic@mutant_1]:logic@base
active = mob_home@mutant_1
[logic@mutant_2]:logic@base
active = mob_home@mutant_2
[logic@mutant_3]:logic@base
active = mob_home@mutant_3
[logic@mutant_4]:logic@base
active = mob_home@mutant_4
[logic@mutant_5]:logic@base
active = mob_home@mutant_5
[logic@mutant_6]:logic@base
active = mob_home@mutant_6
[logic@mutant_7]:logic@base
active = mob_home@mutant_7
[logic@mutant_8]:logic@base
active = mob_home@mutant_8
[logic@mutant_9]:logic@base
active = mob_home@mutant_9
[logic@mutant_10]:logic@base
active = mob_home@mutant_10
[logic@mutant_11]:logic@base
active = mob_home@mutant_11
[logic@mutant_12]:logic@base
active = mob_home@mutant_12
[logic@mutant_13]:logic@base
active = mob_home@mutant_13
[logic@mutant_14]:logic@base
active = mob_home@mutant_14
[logic@mutant_15]:logic@base
active = mob_home@mutant_15
[logic@mutant_16]:logic@base
active = mob_home@mutant_16
[logic@mutant_17]:logic@base
active = mob_home@mutant_17
[logic@mutant_18]:logic@base
active = mob_home@mutant_18
;------------------------------
; Scheme
;------------------------------
[mob_home@base]
target = %=mutant_path()%
move_animation = walk
wait_animation = {-me_sleeping_snork_fight} bloodsucker_sleep, stand
combat_ignore_cond = {-me_sleeping_snork_fight} true
enemy_ignore_cond = {-me_sleeping_snork_fight} true
on_sound1 = actor|WPN_shoot|10|0| {-me_sleeping_snork_fight} %+me_sleeping_snork_fight%
on_sound2 = actor|WPN_hit|5|0| {-me_sleeping_snork_fight} %+me_sleeping_snork_fight%
on_sound3 = actor|WPN_empty|5|0| {-me_sleeping_snork_fight} %+me_sleeping_snork_fight%
on_sound4 = actor|WPN_reload|5|0| {-me_sleeping_snork_fight} %+me_sleeping_snork_fight%
on_sound5 = actor|MST_damage|10|0| {-me_sleeping_snork_fight} %+me_sleeping_snork_fight%
on_sound6 = actor|MST_die|10|0| {-me_sleeping_snork_fight} %+me_sleeping_snork_fight%
on_info1 = {-me_sleeping_snork_fight =dist_to_actor_le(5) =script(gameplay_misc_encounter:actor_sprint) !script(gameplay_misc_encounter:ray_cast_to_actor_le:5)} %+me_sleeping_snork_fight%
[mob_home@mutant_1]:mob_home@base
pt1 = pos:398.3,39.34,-191.1 dir:-90
[mob_home@mutant_2]:mob_home@base
pt1 = pos:400.4,39.34,-192.5 dir:45
[mob_home@mutant_3]:mob_home@base
pt1 = pos:398.3,39.37,-195.3 dir:-90
[mob_home@mutant_4]:mob_home@base
pt1 = pos:399.0,39.34,-199.5 dir:-135
[mob_home@mutant_5]:mob_home@base
pt1 = pos:400.4,39.34,-202.3 dir:90
[mob_home@mutant_6]:mob_home@base
pt1 = pos:398.3,39.34,-204.4 dir:45
[mob_home@mutant_7]:mob_home@base
pt1 = pos:401.1,39.34,-205.8 dir:45
[mob_home@mutant_8]:mob_home@base
pt1 = pos:400.4,39.34,-210.7 dir:45
[mob_home@mutant_9]:mob_home@base
pt1 = pos:398.3,39.34,-212.8 dir:45
[mob_home@mutant_10]:mob_home@base
pt1 = pos:400.4,39.34,-214.2 dir:45
[mob_home@mutant_11]:mob_home@base
pt1 = pos:399.0,39.34,-215.6 dir:45
[mob_home@mutant_12]:mob_home@base
pt1 = pos:401.1,39.34,-215.6 dir:45
[mob_home@mutant_13]:mob_home@base
pt1 = pos:172.9,0.10,-268.1 dir:45
[mob_home@mutant_14]:mob_home@base
pt1 = pos:172.9,0.10,-268.1 dir:45
[mob_home@mutant_15]:mob_home@base
pt1 = pos:172.9,0.10,-268.1 dir:45
[mob_home@mutant_16]:mob_home@base
pt1 = pos:172.9,0.10,-268.1 dir:45
[mob_home@mutant_17]:mob_home@base
pt1 = pos:172.9,0.10,-268.1 dir:45
[mob_home@mutant_18]:mob_home@base
pt1 = pos:172.9,0.10,-268.1 dir:45
@@ -0,0 +1,14 @@
[logic]
active = ph_idle@base
[ph_idle@base]
on_info = %=script(xr_dynamic_object:light:lights_white_12m_glass:bone_lamp:1)%
[lights_white_12m_glass]
range = 12
color = 4294960053
shadow = true
;volumetric = true
;volumetric_quality = 0.7
;volumetric_distance = 2.5
;volumetric_intensity = 0.6
@@ -0,0 +1,377 @@
[logic@base]
net_spawn = pt1
;==================================================
[beh@base]
target = waypoint
path_end = loop
walk_dist = 0
jog_dist = 0
run_anim = patrol
meet = meet@base
[meet@base]
close_snd_hello = {=check_npc_name(monolith)} nil, {=is_wounded} nil, {!is_squad_commander} nil, {=actor_enemy} nil, {=actor_has_weapon} meet_hide_weapon, meet_hello
close_snd_bye = nil
close_anim = nil
close_victim = nil
close_distance = 0
far_anim = nil
far_victim = nil
far_distance = 0
meet_on_talking = false
use = {=is_squad_commander !has_enemy !actor_enemy =dist_to_actor_le(3)} true
[beh@animpoint]:beh@base
target = %=animpoint()% nil
[logic@guard]:logic@base
suitable = {=npc_squad_name(squad_red_duty_outpost_guard) !surge_started()} true
prior = 200
[logic@guard_1]:logic@guard
active = beh@guard_carrier
[logic@guard_2]:logic@guard
active = beh@guard_patrol
[logic@guard_3]:logic@guard
active = beh@guard_truck_1
[logic@guard_4]:logic@guard
active = beh@guard_truck_2
[logic@guard_5]:logic@guard
active = beh@guard_truck_3
[logic@guard_6]:logic@guard
active = beh@guard_truck_4
[logic@guard_7]:logic@guard
active = beh@guard_tower_1
[logic@guard_8]:logic@guard
active = beh@guard_tower_2
[logic@guard_9]:logic@guard
active = beh@guard_bridge_1
[logic@guard_10]:logic@guard
active = beh@guard_bridge_2
[logic@guard_11]:logic@guard
active = beh@guard_bridge_3
[logic@guard_12]:logic@guard
active = beh@guard_path_1
[logic@guard_13]:logic@guard
active = beh@guard_path_2
[logic@guard_14]:logic@guard
active = beh@guard_path_3
[beh@guard]:beh@animpoint
meet = no_meet
[beh@guard_carrier]:beh@guard
pt1 = 10000,dynamite | pos:-104.3,0.00,-239.4 dir:-90
pt2 = 10000,dynamite | pos:-115.5,-0.15,-251.3 dir:180
pt3 = 10000,dynamite | pos:-115.5,0.47,-258.3 dir:180
[beh@guard_patrol]:beh@guard
pt1 = 10000,guard | pos:-111.3,-0.22,-252.7 dir:0
pt2 = 10000,guard | pos:-94.5,0.28,-275.1 dir:-150
[beh@guard_truck_1]:beh@guard
pt1 = 999999,binocular | pos:-101.5,1.75,-249.2 dir:-45
[beh@guard_truck_2]:beh@guard
pt1 = 999999,guard | pos:-100.1,0.06,-246.4 dir:-60
[beh@guard_truck_3]:beh@guard
pt1 = 999999,guard | pos:-116.9,-0.44,-246.4 dir:-90
[beh@guard_truck_4]:beh@guard
pt1 = 999999,animpoint_stay_wall | pos:-101.5,0.02,-240.8 dir:45 animpoint:pos
[beh@guard_tower_1]:beh@guard
pt1 = 10000,guard | pos:-122.5,4.72,-252.7 dir:90
pt2 = 10000,guard | pos:-114.8,4.72,-252.7 dir:-90
[beh@guard_tower_2]:beh@guard
pt1 = 999999,binocular | pos:-122.5,4.72,-261.1 dir:90
[beh@guard_bridge_1]:beh@guard
pt1 = 999999,guard | pos:-125.3,0.27,-272.3 dir:90
[beh@guard_bridge_2]:beh@guard
pt1 = 999999,guard | pos:-120.4,0.18,-265.3 dir:90
[beh@guard_bridge_3]:beh@guard
pt1 = 999999,guard | pos:-112.0,0.27,-273.0 dir:90
[beh@guard_path_1]:beh@guard
pt1 = 999999,guard | pos:-93.1,0.38,-280.7 dir:-150
[beh@guard_path_2]:beh@guard
pt1 = 999999,guard | pos:-102.9,0.12,-281.4 dir:-135
[beh@guard_path_3]:beh@guard
pt1 = 999999,guard | pos:-109.9,-0.18,-287.7 dir:-135
[logic@surge_tower]:logic@base
suitable = {=surge_started() =npc_squad_name(squad_red_duty_outpost_guard)} true
prior = 200
[logic@surge_tower_1]:logic@surge_tower
active = beh@surge_tower_1
[logic@surge_tower_2]:logic@surge_tower
active = beh@surge_tower_2
[logic@surge_tower_3]:logic@surge_tower
active = beh@surge_tower_3
[logic@surge_tower_4]:logic@surge_tower
active = beh@surge_tower_4
[logic@surge_tower_5]:logic@surge_tower
active = beh@surge_tower_5
[logic@surge_tower_6]:logic@surge_tower
active = beh@surge_tower_6
[logic@surge_tower_7]:logic@surge_tower
active = beh@surge_tower_7
[logic@surge_tower_8]:logic@surge_tower
active = beh@surge_tower_8
[logic@surge_tower_9]:logic@surge_tower
active = beh@surge_tower_9
[logic@surge_tower_10]:logic@surge_tower
active = beh@surge_tower_10
[logic@surge_tower_11]:logic@surge_tower
active = beh@surge_tower_11
[logic@surge_tower_12]:logic@surge_tower
active = beh@surge_tower_12
[logic@surge_tower_13]:logic@surge_tower
active = beh@surge_tower_13
[logic@surge_tower_14]:logic@surge_tower
active = beh@surge_tower_14
[beh@surge_tower]:beh@animpoint
run_anim = rush
meet = no_meet
[beh@surge_tower_1]:beh@surge_tower
pt1 = 999999,animpoint_sit | pos:-116.2,4.72,-254.8 dir:180 animpoint:pos
[beh@surge_tower_2]:beh@surge_tower
pt1 = 999999,animpoint_sit | pos:-115.5,4.72,-256.2 dir:90 animpoint:pos
[beh@surge_tower_3]:beh@surge_tower
pt1 = 999999,animpoint_sit | pos:-116.9,4.72,-259.0 dir:0 animpoint:pos
[beh@surge_tower_4]:beh@surge_tower
pt1 = 999999,animpoint_sit | pos:-119.7,4.72,-256.2 dir:-90 animpoint:pos
[beh@surge_tower_5]:beh@surge_tower
pt1 = 999999,animpoint_sit | pos:-119.0,4.72,-254.8 dir:180 animpoint:pos
[beh@surge_tower_6]:beh@surge_tower
pt1 = 999999,animpoint_sit | pos:-119.7,4.72,-259.0 dir:-45 animpoint:pos
[beh@surge_tower_7]:beh@surge_tower
pt1 = 999999,animpoint_sit | pos:-116.2,0.47,-256.2 dir:180 animpoint:pos
[beh@surge_tower_8]:beh@surge_tower
pt1 = 999999,animpoint_sit | pos:-115.5,0.47,-257.6 dir:90 animpoint:pos
[beh@surge_tower_9]:beh@surge_tower
pt1 = 999999,animpoint_sit | pos:-119.0,0.47,-259.0 dir:-90 animpoint:pos
[beh@surge_tower_10]:beh@surge_tower
pt1 = 999999,animpoint_sit | pos:-119.0,0.47,-257.6 dir:-90 animpoint:pos
[beh@surge_tower_11]:beh@surge_tower
pt1 = 999999,guard | pos:-117.6,0.47,-257.6
[beh@surge_tower_12]:beh@surge_tower
pt1 = 999999,guard | pos:-116.9,0.47,-257.6
[beh@surge_tower_13]:beh@surge_tower
pt1 = 999999,guard | pos:-117.6,0.47,-258.3
[beh@surge_tower_14]:beh@surge_tower
pt1 = 999999,guard | pos:-116.9,0.47,-258.3
[logic@visitor]:logic@base
suitable = {+red_bridge_outpost} true
prior = 100
[beh@visitor]:beh@animpoint
[logic@visitor_1]:logic@visitor
active = beh@visitor_1
[logic@visitor_2]:logic@visitor
active = beh@visitor_2
[logic@visitor_3]:logic@visitor
active = beh@visitor_3
[logic@visitor_4]:logic@visitor
active = beh@visitor_4
[logic@visitor_5]:logic@visitor
active = beh@visitor_5
[logic@visitor_6]:logic@visitor
active = beh@visitor_6
[logic@visitor_7]:logic@visitor
active = beh@visitor_7
[logic@visitor_8]:logic@visitor
active = beh@visitor_8
[beh@visitor_1]:beh@visitor
pt1 = 999999,animpoint_sit_all@random,state | pos:-103.6,-0.81,-203.0 dir:0 animpoint:pos
[beh@visitor_2]:beh@visitor
pt1 = 999999,animpoint_sit_normal@random,state | pos:-102.2,-0.81,-201.6 dir:-90 animpoint:pos
[beh@visitor_3]:beh@visitor
pt1 = 999999,animpoint_sit_normal@random,state | pos:-102.2,-0.81,-200.9 dir:-90 animpoint:pos
[beh@visitor_4]:beh@visitor
pt1 = 999999,animpoint_sit_normal@random,state | pos:-102.2,-0.81,-200.2 dir:-90 animpoint:pos
[beh@visitor_5]:beh@visitor
pt1 = 999999,animpoint_sit_all@random,state | pos:-102.2,-0.81,-198.8 dir:135 animpoint:pos
[beh@visitor_6]:beh@visitor
pt1 = 999999,animpoint_sit_all@random,state | pos:-103.6,-0.81,-198.8 dir:180 animpoint:pos
[beh@visitor_7]:beh@visitor
pt1 = 999999,animpoint_sit_all@random,state | pos:-105.0,-0.81,-198.8 dir:225 animpoint:pos
[beh@visitor_8]:beh@visitor
pt1 = 999999,fold_arms | pos:-102.9,-0.81,-198.1 dir:180 animpoint:pos
[logic@visitor_10]:logic@visitor
active = beh@visitor_10
[logic@visitor_11]:logic@visitor
active = beh@visitor_11
[logic@visitor_12]:logic@visitor
active = beh@visitor_12
[logic@visitor_13]:logic@visitor
active = beh@visitor_13
[logic@visitor_14]:logic@visitor
active = beh@visitor_14
[beh@campfire]:beh@visitor
turn_on_campfire = true
[beh@visitor_10]:beh@campfire
pt1 = 999999,animpoint_sit_ass@random@roast,state | pos:-92.4,-0.81,-193.9 look:-93.8,-0.81,-192.5 animpoint:pos
[beh@visitor_11]:beh@campfire
pt1 = 999999,animpoint_sit_ass@random@roast,state | pos:-91.7,-0.81,-191.8 look:-93.8,-0.81,-192.5 animpoint:pos
[beh@visitor_12]:beh@campfire
pt1 = 999999,animpoint_sit_ass@random@roast,state | pos:-93.1,-0.81,-190.4 look:-93.8,-0.81,-192.5 animpoint:pos
[beh@visitor_13]:beh@campfire
pt1 = 999999,animpoint_sit_ass@random@roast,state | pos:-95.2,-0.81,-190.4 look:-93.8,-0.81,-192.5 animpoint:pos
[beh@visitor_14]:beh@campfire
pt1 = 999999,animpoint_stay_wall@random,state | pos:-96.6,-0.81,-193.9 dir:180 animpoint:pos
[logic@customer_1]:logic@visitor
active = beh@customer_1
[logic@customer_2]:logic@visitor
active = beh@customer_2
[beh@customer_1]:beh@visitor
pt1 = 999999,animpoint_sit_normal_weapon,state | pos:-119.0,0.47,-256.2 dir:90 animpoint:pos
[beh@customer_2]:beh@visitor
pt1 = 999999,animpoint_sit_normal_weapon,state | pos:-119.0,0.47,-255.5 dir:90 animpoint:pos
[logic@wounded_1]:logic@visitor
active = beh@wounded_1
[logic@wounded_2]:logic@visitor
active = beh@wounded_2
[logic@wounded_3]:logic@visitor
active = beh@wounded_3
[beh@wounded]:beh@visitor
meet = no_meet
[beh@wounded_1]:beh@wounded
pt1 = 999999,wounded_heavy | pos:-102.9,-0.70,-182.7 dir:90 animpoint:pos
[beh@wounded_2]:beh@wounded
pt1 = 999999,wounded_heavy | pos:-101.5,-0.70,-182.7 dir:90 animpoint:pos
[beh@wounded_3]:beh@wounded
pt1 = 999999,wounded_heavy | pos:-100.1,-0.70,-182.7 dir:90 animpoint:pos
[logic@research]:logic@base
suitable = {-red_bridge_outpost} false, {=is_night()} false, {=npc_community(csky)} true, {=npc_community(ecolog)} true
prior = 110
[logic@research_1]:logic@research
active = beh@research_1
[logic@research_2]:logic@research
active = beh@research_2
[beh@research_1]:beh@visitor
pt1 = 999999,scaner_stand | pos:-128.1,-6.13,-273.0 dir:30
on_info = {=surge_started()} beh@surge_1
[beh@research_2]:beh@visitor
pt1 = 999999,scaner_crouch | pos:-126.7,-5.52,-271.6 dir:60
on_info = {=surge_started()} beh@surge_2
[logic@drunk]:logic@visitor
suitable = {+red_bridge_outpost =is_night()} true
prior = 110
active = beh@drunk
[beh@drunk]:beh@visitor
pt1 = 999999,drunk_behindwall | pos:-102.2,0.04,-236.7 dir:210 animpoint:pos
on_info = {=surge_started()} beh@surge_3
[logic@outside_1]:logic@visitor
active = beh@outside_1
[logic@outside_2]:logic@visitor
active = beh@outside_2
[logic@outside_3]:logic@visitor
active = beh@outside_3
[beh@outside_1]:beh@visitor
pt1 = 999999,animpoint_stay_wall@random,state | pos:-104.2,-0.12,-246.4 dir:-90 animpoint:pos
on_info = {=surge_started()} beh@surge_4
[beh@outside_2]:beh@visitor
pt1 = 999999,animpoint_sit_high@random,state | pos:-104.2,-0.10,-245.0 dir:-90 animpoint:pos
on_info = {=surge_started()} beh@surge_5
[beh@outside_3]:beh@visitor
pt1 = 999999,animpoint_sit_normal@random,state | pos:-105.1,-0.15,-245.0 dir:90 animpoint:pos
on_info = {=surge_started()} beh@surge_6
[beh@surge]:beh@visitor
run_anim = rush
[beh@surge_1]:beh@surge
pt1 = 999999,animpoint_sit | pos:-116.2,-0.64,-225.4 dir:0 animpoint:pos
on_info = {!surge_started()} beh@research_1
[beh@surge_2]:beh@surge
pt1 = 999999,animpoint_sit | pos:-114.8,-0.64,-224.7 dir:90 animpoint:pos
on_info = {!surge_started()} beh@research_2
[beh@surge_3]:beh@surge
pt1 = 999999,animpoint_sit | pos:-114.8,-0.64,-223.3 dir:90 animpoint:pos
on_info = {!surge_started()} beh@drunk
[beh@surge_4]:beh@surge
pt1 = 999999,animpoint_sit | pos:-113.4,-0.64,-219.8 dir:60 animpoint:pos
on_info = {!surge_started()} beh@outside_1
[beh@surge_5]:beh@surge
pt1 = 999999,animpoint_sit | pos:-120.4,-0.64,-223.3 dir:-90 animpoint:pos
on_info = {!surge_started()} beh@outside_2
[beh@surge_6]:beh@surge
pt1 = 999999,animpoint_sit | pos:-120.4,-0.64,-221.9 dir:-90 animpoint:pos
on_info = {!surge_started()} beh@outside_3
[beh@surge_7]:beh@surge
pt1 = 999999,animpoint_sit | pos:-119.7,-0.64,-219.8 dir:-90 animpoint:pos
[beh@surge_8]:beh@surge
pt1 = 999999,animpoint_sit | pos:-119.0,-0.64,-217.7 dir:-90 animpoint:pos
[beh@surge_9]:beh@surge
pt1 = 999999,animpoint_sit | pos:-117.6,-0.64,-216.3 dir:-90 animpoint:pos
@@ -0,0 +1,18 @@
[logic]
active = ph_idle@play
[ph_idle@base]
nonscript_usable = true
[ph_idle@play]:ph_idle@base
on_info = %=play_sound(red_bridge_outpost_radio)%
tips = Use
on_use = %=stop_sound()% ph_idle@stop
[ph_idle@stop]:ph_idle@base
tips = Use
on_use = ph_idle@play
[collide]
ignore_static
@@ -0,0 +1,14 @@
[logic]
active = {=is_day()} ph_idle@play, ph_idle@stop
[ph_idle@play]
nonscript_usable = false
on_info = {=is_day()} %=play_sound(red_bridge_outpost_bar_dolg_speech)%, %=stop_sound()% ph_idle@stop
[ph_idle@stop]
nonscript_usable = false
on_info = {=is_day()} ph_idle@play
[collide]
ignore_static
@@ -0,0 +1,143 @@
[smart_terrain]
squad_id = 11
max_population = 12
respawn_idle = 86400
;faction_controlled = army, bandit, csky, dolg, ecolog, freedom, killer, monolith, stalker, renegade, greh
;default_faction = bandit
;faction_respawn_num = 2
respawn_params = respawn@red_smart_terrain_bridge
[respawn@red_smart_terrain_bridge]
spawn@npc_1
spawn@npc_2
spawn@npc_3
spawn@guard_1
spawn@guard_2
spawn@visitor_1
spawn@visitor_2
spawn@visitor_3
spawn@visitor_4
spawn@outpost
spawn@general
[spawn@npc_1]
spawn_squads = squad_red_duty_outpost_trader
spawn_num = {+red_bridge_outpost !squad_exist(squad_red_duty_outpost_trader)} 1, 0
[spawn@npc_2]
spawn_squads = squad_red_duty_outpost_medic
spawn_num = {+red_bridge_outpost !squad_exist(squad_red_duty_outpost_medic)} 1, 0
[spawn@npc_3]
spawn_squads = squad_red_duty_outpost_guide
spawn_num = {+red_bridge_outpost !squad_exist(squad_red_duty_outpost_guide)} 1, 0
[spawn@guard_1]
spawn_squads = squad_red_duty_outpost_guard_1
spawn_num = {+red_bridge_outpost !squad_exist(squad_red_duty_outpost_guard_1)} 1, 0
[spawn@guard_2]
spawn_squads = squad_red_duty_outpost_guard_2
spawn_num = {+red_bridge_outpost !squad_exist(squad_red_duty_outpost_guard_2)} 1, 0
[spawn@visitor_1]
spawn_squads = squad_red_duty_outpost_visitor_1
spawn_num = {+red_bridge_outpost !squad_exist(squad_red_duty_outpost_visitor_1)} 1, 0
[spawn@visitor_2]
spawn_squads = squad_red_duty_outpost_visitor_2
spawn_num = {+red_bridge_outpost !squad_exist(squad_red_duty_outpost_visitor_2)} 1, 0
[spawn@visitor_3]
spawn_squads = squad_red_duty_outpost_visitor_3
spawn_num = {+red_bridge_outpost !squad_exist(squad_red_duty_outpost_visitor_3)} 1, 0
[spawn@visitor_4]
spawn_squads = squad_red_duty_outpost_visitor_4
spawn_num = {+red_bridge_outpost !squad_exist(squad_red_duty_outpost_visitor_4)} 1, 0
[spawn@outpost]
spawn_squads = stalker_sim_squad_advanced, stalker_sim_squad_veteran, duty_sim_squad_advanced, duty_sim_squad_veteran, csky_sim_squad_advanced, csky_sim_squad_veteran, ecolog_sim_squad_advanced, ecolog_sim_squad_veteran
spawn_num = {+red_bridge_outpost} 2, 0
[spawn@general]
spawn_squads = monolith_sim_squad_novice, monolith_sim_squad_advanced, monolith_sim_squad_veteran
spawn_num = {-red_bridge_outpost} 2, 0
[on_changing_level]
on_info1 = %=script(gameplay_duty_outpost:clean_mess) =script(xr_dynamic_object:dynamic_object:misc\duty_outpost_object.ltx)%
on_info2 = %=script(gameplay_duty_outpost:reinforce_squad:squad_red_duty_outpost_guard_1:1)%
on_info3 = %=script(gameplay_duty_outpost:reinforce_squad:squad_red_duty_outpost_guard_2:1)%
on_info4 = %=script(gameplay_duty_outpost:reinforce_squad:squad_red_duty_outpost_visitor_1:1)%
on_info5 = %=script(gameplay_duty_outpost:reinforce_squad:squad_red_duty_outpost_visitor_2:1)%
on_info6 = %=script(gameplay_duty_outpost:reinforce_squad:squad_red_duty_outpost_visitor_3:1)%
on_info7 = %=script(gameplay_duty_outpost:reinforce_squad:squad_red_duty_outpost_visitor_4:1)%
[exclusive]
guard_1 = red_forest\red_bridge_outpost_logic.ltx
guard_2 = red_forest\red_bridge_outpost_logic.ltx
guard_3 = red_forest\red_bridge_outpost_logic.ltx
guard_4 = red_forest\red_bridge_outpost_logic.ltx
guard_5 = red_forest\red_bridge_outpost_logic.ltx
guard_6 = red_forest\red_bridge_outpost_logic.ltx
guard_7 = red_forest\red_bridge_outpost_logic.ltx
guard_8 = red_forest\red_bridge_outpost_logic.ltx
guard_9 = red_forest\red_bridge_outpost_logic.ltx
guard_10 = red_forest\red_bridge_outpost_logic.ltx
guard_11 = red_forest\red_bridge_outpost_logic.ltx
guard_12 = red_forest\red_bridge_outpost_logic.ltx
guard_13 = red_forest\red_bridge_outpost_logic.ltx
guard_14 = red_forest\red_bridge_outpost_logic.ltx
surge_tower_1 = red_forest\red_bridge_outpost_logic.ltx
surge_tower_2 = red_forest\red_bridge_outpost_logic.ltx
surge_tower_3 = red_forest\red_bridge_outpost_logic.ltx
surge_tower_4 = red_forest\red_bridge_outpost_logic.ltx
surge_tower_5 = red_forest\red_bridge_outpost_logic.ltx
surge_tower_6 = red_forest\red_bridge_outpost_logic.ltx
surge_tower_7 = red_forest\red_bridge_outpost_logic.ltx
surge_tower_8 = red_forest\red_bridge_outpost_logic.ltx
surge_tower_9 = red_forest\red_bridge_outpost_logic.ltx
surge_tower_10 = red_forest\red_bridge_outpost_logic.ltx
surge_tower_11 = red_forest\red_bridge_outpost_logic.ltx
surge_tower_12 = red_forest\red_bridge_outpost_logic.ltx
surge_tower_13 = red_forest\red_bridge_outpost_logic.ltx
surge_tower_14 = red_forest\red_bridge_outpost_logic.ltx
customer_1 = red_forest\red_bridge_outpost_logic.ltx
customer_2 = red_forest\red_bridge_outpost_logic.ltx
wounded_1 = red_forest\red_bridge_outpost_logic.ltx
wounded_2 = red_forest\red_bridge_outpost_logic.ltx
wounded_3 = red_forest\red_bridge_outpost_logic.ltx
research_1 = red_forest\red_bridge_outpost_logic.ltx
research_2 = red_forest\red_bridge_outpost_logic.ltx
drunk = red_forest\red_bridge_outpost_logic.ltx
outside_1 = red_forest\red_bridge_outpost_logic.ltx
outside_2 = red_forest\red_bridge_outpost_logic.ltx
outside_3 = red_forest\red_bridge_outpost_logic.ltx
visitor_1 = red_forest\red_bridge_outpost_logic.ltx
visitor_2 = red_forest\red_bridge_outpost_logic.ltx
visitor_3 = red_forest\red_bridge_outpost_logic.ltx
visitor_4 = red_forest\red_bridge_outpost_logic.ltx
visitor_5 = red_forest\red_bridge_outpost_logic.ltx
visitor_6 = red_forest\red_bridge_outpost_logic.ltx
visitor_7 = red_forest\red_bridge_outpost_logic.ltx
visitor_8 = red_forest\red_bridge_outpost_logic.ltx
visitor_10 = red_forest\red_bridge_outpost_logic.ltx
visitor_11 = red_forest\red_bridge_outpost_logic.ltx
visitor_12 = red_forest\red_bridge_outpost_logic.ltx
visitor_13 = red_forest\red_bridge_outpost_logic.ltx
visitor_14 = red_forest\red_bridge_outpost_logic.ltx
@@ -0,0 +1,86 @@
[section@squad]
target@base = red_smart_terrain_bridge
[section@logic]
logic@trader
logic@medic
logic@guide
[logic@base]
post_combat_time = 0,0
combat_type = camper
net_spawn = pt1
dont_keep_items = true
[logic@trader]:logic@base
suitable = {=check_npc_name(red_duty_outpost_trader)} true
level_spot = trader
trade = items\trade\trade_duty.ltx
active = beh@trader
[logic@medic]:logic@base
suitable = {=check_npc_name(red_duty_outpost_medic)} true
level_spot = medic
trade = items\trade\trade_generic_medic.ltx
active = beh@medic
[logic@guide]:logic@base
suitable = {=check_npc_name(red_duty_outpost_guide)} true
level_spot = quest_npc
active = beh@guide
;==================================================
[beh@base]
dont_keep_items = true
gather_items_enabled = false
target = waypoint
path_end = loop
walk_dist = 0
jog_dist = 0
run_anim = patrol
meet = no_meet
before_hit = invulnerable
combat_ignore_cond = {!is_enemy_actor !fighting_dist_le(40)} true
enemy_ignore_cond = {!is_enemy_actor !fighting_dist_le(40)} true
[beh@animpoint]:beh@base
target = %=animpoint()% nil
[beh@trader]:beh@animpoint
pt1 = 10000,fold_arms | pos:-117.6,0.47,-255.5 dir:180 animpoint:pos
meet = meet@base
[beh@medic]:beh@animpoint
pt1 = 10000,animpoint_sit_normal | pos:-103.6,-0.82,-183.4 dir:90 animpoint:pos
meet = meet@base
[beh@guide]:beh@animpoint
pt1 = 10000,binocular | pos:-119.7,4.72,-257.6 dir:90 animpoint:pos
meet = meet@guide
[meet@base]
close_snd_hello = meet_hello
close_snd_bye = nil
close_anim = nil
close_victim = nil
close_distance = 0
far_anim = nil
far_victim = nil
far_distance = 0
meet_on_talking = false
use = true
[meet@no_sound]:meet@base
close_snd_hello = nil
[meet@guide]:meet@base
close_anim = talk_default
close_distance = 3
close_victim = actor
@@ -0,0 +1,209 @@
[section@squad]
target@1 = {!has_task(duty_girl_hunting_chimera)} nil, {+duty_girl_hunting_chimera_dead} nil, {-duty_girl_hunting_chimera_move} gar_smart_terrain_6_3, gar_smart_terrain_2_4
target@2 = {=has_task(duty_girl_monolith_elite) !check_task_stage(duty_girl_monolith_elite:3)} mil_smart_terrain_4_5
target@4 = {=has_task(duty_girl_capture_the_brirge) !check_task_stage(duty_girl_capture_the_brirge:3)} red_smart_terrain_5_5
target@z = {=between_time(6:18)} bar_zastava_2, {=between_time(19:23)} bar_dolg_general, bar_dolg_bunker
[section@logic]
logic@idle
logic@drink
logic@guard
logic@surge
logic@sleep
logic@hunt_chimera
logic@monolith_elite
logic@capture_the_brirge
[beh@base]
dont_keep_items = true
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_keep_when_attacked = true
target = waypoint
path_end = loop
walk_dist = 0
jog_dist = 0
run_anim = patrol
meet = meet@base
danger_ignore = true
[beh@animpoint]:beh@base
target = %=animpoint()% nil
[beh@rush_at_10]
jog_dist = 10
jog_anim = rush
[logic@base]
post_combat_time = 0,0
level_spot = special
net_spawn = pt1
[logic@idle]:logic@base
suitable = true
active = beh@idle
prior = 0
combat_type = camper
[logic@guard]:logic@base
suitable = {=npc_on_level(l05_bar) =between_time(6:18)} true
active = beh@guard
prior = 100
[logic@drink]:logic@base
suitable = {=npc_on_level(l05_bar) =between_time(19:23)} true
active = beh@drink
prior = 100
[logic@surge]:logic@base
suitable = {=npc_on_level(l05_bar) =surge_started} true
active = {=between_time(6:18)} beh@surge_1, beh@surge_2
prior = 400
[logic@sleep]:logic@base
suitable = {=npc_on_level(l05_bar) =between_time(0:5)} true
active = beh@sleep
prior = 500
[beh@idle]:beh@base
target = %=script(xr_logic_ex:state_idle:guard)% nil
meet = meet@idle
[beh@guard]:beh@animpoint,beh@rush_at_10
pt1 = 999999,guard | pos:85.4,0.0,137.9 dir:90
meet = meet@idle
[beh@drink]:beh@animpoint,beh@rush_at_10
pt1 = 999999,animpoint_sit_low@random | pos:207.9,0.00,85.4 dir:135 animpoint:pos
[beh@surge_1]:beh@animpoint
pt1 = 999999,sit_ass | pos:208.6,-0.62,114.1 dir:-90
run_anim = rush
[beh@surge_2]:beh@animpoint
pt1 = 999999,sit_ass | pos:95.2,0.091,103.6 dir:90
run_anim = rush
[beh@sleep]:beh@animpoint,beh@rush_at_10
pt1 = 999999,sleep | pos:218.4,-5.13,123.2 dir:0
meet = meet@sleep
[logic@hunt_chimera]:logic@base
suitable = {=npc_on_level(l02_garbage) =has_task(duty_girl_hunting_chimera) -duty_girl_hunting_chimera_dead} true
active = {-duty_girl_hunting_chimera_move} beh@hunt_chimera_1, beh@hunt_chimera_2
prior = 100
combat_type = camper
[beh@hunt_chimera_1]:beh@animpoint,beh@rush_at_10
pt1 = 999999,use_pda | pos:102.9,3.64,161.0 dir:45
on_info1 = {+duty_girl_hunting_chimera_move !npc_talking} beh@hunt_chimera_2
[beh@hunt_chimera_2]:beh@animpoint
pt1 = 999999,hide_na | pos:-235.2,0.42,11.2 dir:90
run_anim = {=dist_to_beh(30)} sneak_run, {=dist_to_beh(60)} raid, rush
meet = no_meet
on_info1 = {-duty_girl_hunting_chimera_fight -duty_girl_hunting_chimera_hunt_1 =check_time_speech() =reach_beh()} %=speech(duty_girl_hunting_chimera_hunt_1:5) +duty_girl_hunting_chimera_hunt_1%
on_info2 = {-duty_girl_hunting_chimera_fight -duty_girl_hunting_chimera_hunt_2 =check_time_speech() =reach_beh()} %=speech(duty_girl_hunting_chimera_hunt_2:5) +duty_girl_hunting_chimera_hunt_2%
on_info3 = {-duty_girl_hunting_chimera_fight -duty_girl_hunting_chimera_hunt_3 =check_time_speech() =reach_beh()} %=speech(duty_girl_hunting_chimera_hunt_3:5) +duty_girl_hunting_chimera_hunt_3%
[logic@monolith_elite]:logic@base
suitable = {=npc_on_level(l07_military) =has_task(duty_girl_monolith_elite) -duty_girl_monolith_elite_dead} true
active = {-duty_girl_monolith_elite_join} beh@monolith_elite_1, {-duty_girl_monolith_elite_move} beh@monolith_elite_2, beh@monolith_elite_3
prior = 100
combat_type = camper
[beh@monolith_elite_1]:beh@animpoint,beh@rush_at_10
pt1 = 999999,guard_na | pos:-92.4,-20.66,219.8 dir:0
on_info1 = {+duty_girl_monolith_elite_join !npc_talking !has_enemy} beh@monolith_elite_2
on_info2 = {+duty_girl_monolith_elite_move} beh@monolith_elite_3
combat_ignore_cond = {=enemy_squad(squad_duty_girl_monolith_elite)} true, {!fighting_dist_le(40)} true
enemy_ignore_cond = {=enemy_squad(squad_duty_girl_monolith_elite)} true, {!fighting_dist_le(40)} true
[beh@monolith_elite_2]:beh@animpoint,beh@rush_at_10
pt1 = 999999,guard_na | pos:-92.4,-20.66,219.8 dir:0
meet = no_meet
on_info1 = {-duty_girl_monolith_elite_move -duty_girl_monolith_elite_move_1 =check_time_speech() =reach_beh()} %=speech(duty_girl_monolith_elite_move_1:5) +duty_girl_monolith_elite_move_1%
on_info2 = {-duty_girl_monolith_elite_move -duty_girl_monolith_elite_move_2 =check_time_speech() =reach_beh()} %=speech(duty_girl_monolith_elite_move_2:5) +duty_girl_monolith_elite_move_2%
on_info3 = {-duty_girl_monolith_elite_move -duty_girl_monolith_elite_move_3 =check_time_speech() =reach_beh()} %=speech(duty_girl_monolith_elite_move_3:5) +duty_girl_monolith_elite_move_3%
on_info4 = {-duty_girl_monolith_elite_move +duty_girl_monolith_elite_move_3} %+duty_girl_monolith_elite_move%
on_info5 = {+duty_girl_monolith_elite_move} beh@monolith_elite_3
combat_ignore_cond = true
enemy_ignore_cond = true
[beh@monolith_elite_3]:beh@animpoint
pt1 = 999999,hide | pos:-56.0,-19.94,354.9 dir:45
run_anim = assault
meet = no_meet
[logic@capture_the_brirge]:logic@base
suitable = {=npc_on_level(l10_red_forest) =has_task(duty_girl_capture_the_brirge) -duty_girl_capture_the_brirge_dead} true
active = {-duty_girl_capture_the_brirge_join} beh@capture_the_brirge_1, {-duty_girl_capture_the_brirge_move} beh@capture_the_brirge_2, beh@capture_the_brirge_3
prior = 100
combat_type = camper
[beh@capture_the_brirge_1]:beh@animpoint,beh@rush_at_10
pt1 = 999999,guard_na | pos:-15.4,-0.85,-328.3 dir:-90
on_info1 = {+duty_girl_capture_the_brirge_join !npc_talking !has_enemy} beh@capture_the_brirge_2
on_info2 = {+duty_girl_capture_the_brirge_move} beh@capture_the_brirge_3
combat_ignore_cond = {=enemy_squad(squad_duty_girl_capture_the_brirge)} true
enemy_ignore_cond = {=enemy_squad(squad_duty_girl_capture_the_brirge)} true
[beh@capture_the_brirge_2]:beh@animpoint,beh@rush_at_10
pt1 = 999999,guard_na | pos:-15.4,-0.85,-328.3 dir:-90
meet = no_meet
on_info1 = {-duty_girl_capture_the_brirge_move -duty_girl_capture_the_brirge_move_1 =check_time_speech() =reach_beh()} %=speech(duty_girl_capture_the_brirge_move_1:5) +duty_girl_capture_the_brirge_move_1%
on_info2 = {-duty_girl_capture_the_brirge_move -duty_girl_capture_the_brirge_move_2 =check_time_speech() =reach_beh()} %=speech(duty_girl_capture_the_brirge_move_2:5) +duty_girl_capture_the_brirge_move_2%
on_info3 = {-duty_girl_capture_the_brirge_move -duty_girl_capture_the_brirge_move_3 =check_time_speech() =reach_beh()} %=speech(duty_girl_capture_the_brirge_move_3:5) +duty_girl_capture_the_brirge_move_3%
on_info4 = {-duty_girl_capture_the_brirge_move +duty_girl_capture_the_brirge_move_3} %+duty_girl_capture_the_brirge_move%
on_info5 = {+duty_girl_capture_the_brirge_move} beh@capture_the_brirge_3
combat_ignore_cond = true
enemy_ignore_cond = true
[beh@capture_the_brirge_3]:beh@animpoint
pt1 = 999999,hide | pos:-106.4,0.46,-291.2 dir:-30
run_anim = assault
meet = no_meet
[meet@base]
close_snd_hello = meet_hello
close_snd_bye = nil
close_anim = nil
close_victim = nil
close_distance = 0
far_anim = nil
far_victim = nil
far_distance = 0
meet_on_talking = false
use = true
[meet@idle]:meet@base
close_anim = guard_na
close_distance = 3
close_victim = actor
[meet@sleep]:meet@base
close_snd_hello = nil
close_anim = talk_default
close_victim = actor
@@ -0,0 +1,341 @@
[section@squad]
target@base = {=check_squad_section(squad_duty_girl_capture_the_brirge_mono)} red_smart_terrain_bridge, red_smart_terrain_5_5
condlist = {+duty_girl_capture_the_brirge_dead !actor_on_level(l10_red_forest)} %=script(task_duty_girl:capture_the_brirge_spawn_outpost) =squad_self_release()%
[section@logic]
logic@monolith_frontline_1
logic@monolith_frontline_2
logic@monolith_frontline_3
logic@monolith_frontline_4
logic@monolith_frontline_5
logic@monolith_frontline_6
logic@monolith_frontline_7
logic@monolith_frontline_8
logic@monolith_frontline_9
logic@monolith_frontline_10
logic@monolith_1
logic@monolith_2
logic@monolith_3
logic@monolith_4
logic@monolith_5
logic@monolith_6
logic@monolith_7
logic@monolith_8
logic@monolith_9
logic@monolith_10
logic@duty_1
logic@duty_2
logic@duty_3
logic@duty_4
logic@duty_5
logic@duty_6
logic@duty_7
logic@duty_8
logic@duty_9
logic@duty_combat_1
logic@duty_combat_2
logic@duty_combat_3
logic@duty_combat_4
logic@duty_combat_5
logic@duty_combat_6
logic@duty_combat_7
logic@duty_combat_8
logic@duty_combat_9
[logic@base]
post_combat_time = 0,0
net_spawn = pt1
[logic@combat_camper]
combat_type = camper
[logic@monolith]:logic@base
suitable = {=check_npc_name(sim_default_monolith)} true
[logic@monolith_frontline]:logic@monolith
prior = 100
[logic@monolith_frontline_1]:logic@monolith_frontline,logic@combat_camper
active = beh@monolith_frontline_1
[logic@monolith_frontline_2]:logic@monolith_frontline
active = beh@monolith_frontline_2
[logic@monolith_frontline_3]:logic@monolith_frontline,logic@combat_camper
active = beh@monolith_frontline_3
[logic@monolith_frontline_4]:logic@monolith_frontline
active = beh@monolith_frontline_4
[logic@monolith_frontline_5]:logic@monolith_frontline
active = beh@monolith_frontline_5
[logic@monolith_frontline_6]:logic@monolith_frontline,logic@combat_camper
active = beh@monolith_frontline_6
[logic@monolith_frontline_7]:logic@monolith_frontline
active = beh@monolith_frontline_7
[logic@monolith_frontline_8]:logic@monolith_frontline
active = beh@monolith_frontline_8
prior = 50
[logic@monolith_frontline_9]:logic@monolith_frontline
active = beh@monolith_frontline_9
prior = 50
[logic@monolith_frontline_10]:logic@monolith_frontline
active = beh@monolith_frontline_10
prior = 50
[logic@monolith_1]:logic@monolith
active = beh@monolith_1
[logic@monolith_2]:logic@monolith
active = beh@monolith_2
[logic@monolith_3]:logic@monolith
active = beh@monolith_3
[logic@monolith_4]:logic@monolith
active = beh@monolith_4
[logic@monolith_5]:logic@monolith
active = beh@monolith_5
[logic@monolith_6]:logic@monolith
active = beh@monolith_6
[logic@monolith_7]:logic@monolith
active = beh@monolith_7
[logic@monolith_8]:logic@monolith
active = beh@monolith_8
[logic@monolith_9]:logic@monolith
active = beh@monolith_9
[logic@monolith_10]:logic@monolith
active = beh@monolith_10
[logic@duty]:logic@base,logic@combat_camper
suitable = {-duty_girl_capture_the_brirge_move =check_npc_name(sim_default_duty)} true
[logic@lone]:logic@base,logic@combat_camper
suitable = {-duty_girl_capture_the_brirge_move =check_npc_name(sim_default_stal)} true
[logic@duty_1]:logic@duty
active = beh@duty_1
[logic@duty_2]:logic@duty
active = beh@duty_2
[logic@duty_3]:logic@duty
active = beh@duty_3
[logic@duty_4]:logic@duty
active = beh@duty_4
[logic@duty_5]:logic@duty
active = beh@duty_5
[logic@duty_6]:logic@duty
active = beh@duty_6
[logic@duty_7]:logic@lone
active = beh@duty_7
[logic@duty_8]:logic@lone
active = beh@duty_8
[logic@duty_9]:logic@lone
active = beh@duty_9
[logic@duty_combat]:logic@base
suitable = {+duty_girl_capture_the_brirge_move =check_npc_name(sim_default_duty)} true
[logic@lone_combat]:logic@base
suitable = {+duty_girl_capture_the_brirge_move =check_npc_name(sim_default_stal)} true
[logic@duty_combat_1]:logic@duty_combat
active = {-duty_girl_capture_the_brirge_dead} beh@duty_combat_1, beh@duty_guard_1
[logic@duty_combat_2]:logic@duty_combat
active = {-duty_girl_capture_the_brirge_dead} beh@duty_combat_2, beh@duty_guard_2
[logic@duty_combat_3]:logic@duty_combat
active = {-duty_girl_capture_the_brirge_dead} beh@duty_combat_3, beh@duty_guard_3
[logic@duty_combat_4]:logic@duty_combat
active = {-duty_girl_capture_the_brirge_dead} beh@duty_combat_4, beh@duty_guard_4
[logic@duty_combat_5]:logic@duty_combat
active = {-duty_girl_capture_the_brirge_dead} beh@duty_combat_5, beh@duty_guard_5
[logic@duty_combat_6]:logic@duty_combat
active = {-duty_girl_capture_the_brirge_dead} beh@duty_combat_6, beh@duty_guard_6
[logic@duty_combat_7]:logic@lone_combat
active = {-duty_girl_capture_the_brirge_dead} beh@duty_combat_7, beh@duty_guard_7
[logic@duty_combat_8]:logic@lone_combat
active = {-duty_girl_capture_the_brirge_dead} beh@duty_combat_8, beh@duty_guard_8
[logic@duty_combat_9]:logic@lone_combat
active = {-duty_girl_capture_the_brirge_dead} beh@duty_combat_9, beh@duty_guard_9
;==================================================
[beh@base]
dont_keep_items = true
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_keep_when_attacked = true
target = waypoint
path_end = loop
walk_dist = 0
jog_dist = 0
run_anim = patrol
meet = no_meet
before_hit = task_duty_girl@capture_the_brirge_hit
danger_ignore = true
[beh@animpoint]:beh@base
target = %=animpoint()% nil
[beh@combat_camper_stand]
combat_camper_state_fire = threat_fire
combat_camper_state_look = threat
combat_ignore_cond = {!reach_beh()} true, {-duty_girl_capture_the_brirge_move =enemy_squad(squad_duty_girl_capture_the_brirge)} true
[beh@monolith_frontline]:beh@animpoint
run_anim = assault
combat_ignore_cond = {-duty_girl_capture_the_brirge_move =enemy_squad(squad_duty_girl_capture_the_brirge)} true
enemy_ignore_cond = {-duty_girl_capture_the_brirge_move =enemy_squad(squad_duty_girl_capture_the_brirge)} true
;combat_ignore_cond = true
;enemy_ignore_cond = true
[beh@monolith_frontline_1]:beh@monolith_frontline,beh@combat_camper_stand
pt1 = 999999,guard | pos:-101.5,1.75,-249.2 dir:180
[beh@monolith_frontline_2]:beh@monolith_frontline
pt1 = 999999,hide | pos:-102.9,2.73,-249.2 dir:180
[beh@monolith_frontline_3]:beh@monolith_frontline,beh@combat_camper_stand
pt1 = 999999,guard | pos:-121.8,4.72,-261.8 dir:-150
[beh@monolith_frontline_4]:beh@monolith_frontline
pt1 = 999999,hide | pos:-113.4,4.72,-261.8 dir:-150
[beh@monolith_frontline_5]:beh@monolith_frontline
pt1 = 999999,guard | pos:-114.1,0.10,-265.3 dir:-150
[beh@monolith_frontline_6]:beh@monolith_frontline,beh@combat_camper_stand
pt1 = 999999,guard | pos:-110.6,-0.40,-248.5 dir:-150
[beh@monolith_frontline_7]:beh@monolith_frontline
pt1 = 999999,guard | pos:-107.8,-0.30,-242.9 dir:-150
[beh@monolith_frontline_8]:beh@monolith_frontline
pt1 = 999999,hide | pos:-111.3,-0.12,-259.7 dir:-150
[beh@monolith_frontline_9]:beh@monolith_frontline
pt1 = 999999,hide | pos:-113.4,-0.02,-261.8 dir:-150
[beh@monolith_frontline_10]:beh@monolith_frontline
pt1 = 999999,hide | pos:-114.8,-0.19,-251.3 dir:-150
[beh@monolith]:beh@animpoint
run_anim = assault
combat_ignore_cond = {!fighting_dist_le(40)} true, {-duty_girl_capture_the_brirge_move =enemy_squad(squad_duty_girl_capture_the_brirge)} true
enemy_ignore_cond = {!fighting_dist_le(40)} true, {-duty_girl_capture_the_brirge_move =enemy_squad(squad_duty_girl_capture_the_brirge)} true
;combat_ignore_cond = true
;enemy_ignore_cond = true
[beh@monolith_1]:beh@monolith
pt1 = 999999,hide | pos:-98.0,0.00,-235.2 dir:180
[beh@monolith_2]:beh@monolith
pt1 = 999999,hide | pos:-99.4,0.00,-233.8 dir:180
[beh@monolith_3]:beh@monolith
pt1 = 999999,hide | pos:-100.1,0.00,-235.9 dir:180
[beh@monolith_4]:beh@monolith
pt1 = 999999,hide | pos:-101.5,0.00,-236.6 dir:180
[beh@monolith_5]:beh@monolith
pt1 = 999999,hide | pos:-120.4,-0.64,-224.7 dir:180
[beh@monolith_6]:beh@monolith
pt1 = 999999,hide | pos:-120.4,-0.64,-222.6 dir:180
[beh@monolith_7]:beh@monolith
pt1 = 999999,hide | pos:-116.9,-0.64,-225.4 dir:180
[beh@monolith_8]:beh@monolith
pt1 = 999999,hide | pos:-112.7,-0.64,-217.0 dir:180
[beh@monolith_9]:beh@monolith
pt1 = 999999,hide | pos:-114.8,-0.64,-223.3 dir:180
[beh@monolith_10]:beh@monolith
pt1 = 999999,hide | pos:-116.2,-0.64,-220.5 dir:180
[beh@duty]:beh@animpoint
run_anim = rush
combat_ignore_cond = {=is_enemy_actor()} true, {!dist_to_beh(30)} true
[beh@duty_1]:beh@duty
pt1 = 999999,salut | pos:-13.3,-0.80,-326.2 dir:90
on_info = {+duty_girl_capture_the_brirge_move} beh@duty_combat_1
[beh@duty_2]:beh@duty
pt1 = 999999,salut | pos:-13.3,-0.80,-327.6 dir:90
on_info = {+duty_girl_capture_the_brirge_move} beh@duty_combat_2
[beh@duty_3]:beh@duty
pt1 = 999999,salut | pos:-13.3,-0.80,-329.0 dir:90
on_info = {+duty_girl_capture_the_brirge_move} beh@duty_combat_3
[beh@duty_4]:beh@duty
pt1 = 999999,salut | pos:-13.3,-0.80,-330.4 dir:90
on_info = {+duty_girl_capture_the_brirge_move} beh@duty_combat_4
[beh@duty_5]:beh@duty
pt1 = 999999,hide | pos:-9.1,-1.00,-320.6 dir:0
on_info = {+duty_girl_capture_the_brirge_move} beh@duty_combat_5
[beh@duty_6]:beh@duty
pt1 = 999999,hide | pos:-11.9,-1.00,-321.3 dir:30
on_info = {+duty_girl_capture_the_brirge_move} beh@duty_combat_6
[beh@duty_7]:beh@duty
pt1 = 999999,hide | pos:-11.2,3.00,-323.4 dir:30
on_info = {+duty_girl_capture_the_brirge_move} beh@duty_combat_7
[beh@duty_8]:beh@duty
pt1 = 999999,hide | pos:-9.8,-0.98,-333.9 dir:180
on_info = {+duty_girl_capture_the_brirge_move} beh@duty_combat_8
[beh@duty_9]:beh@duty
pt1 = 999999,hide | pos:-19.6,-0.82,-326.9 dir:30
on_info = {+duty_girl_capture_the_brirge_move} beh@duty_combat_9
[beh@duty_combat]:beh@animpoint
combat_ignore_cond = {=is_enemy_actor()} true
run_anim = assault
[beh@duty_combat_1]:beh@duty_combat
pt1 = 999999,hide | pos:-109.9,0.38,-293.3 dir:-30
on_info = {+duty_girl_capture_the_brirge_dead} beh@duty_guard_1
[beh@duty_combat_2]:beh@duty_combat
pt1 = 999999,hide | pos:-108.5,0.40,-292.6 dir:-30
on_info = {+duty_girl_capture_the_brirge_dead} beh@duty_guard_2
[beh@duty_combat_3]:beh@duty_combat
pt1 = 999999,hide | pos:-112.7,-0.22,-287.7 dir:-30
on_info = {+duty_girl_capture_the_brirge_dead} beh@duty_guard_3
[beh@duty_combat_4]:beh@duty_combat
pt1 = 999999,hide | pos:-102.2,0.25,-284.2 dir:-30
on_info = {+duty_girl_capture_the_brirge_dead} beh@duty_guard_4
[beh@duty_combat_5]:beh@duty_combat
pt1 = 999999,hide | pos:-95.2,2.85,-303.1 dir:-30
on_info = {+duty_girl_capture_the_brirge_dead} beh@duty_guard_5
[beh@duty_combat_6]:beh@duty_combat
pt1 = 999999,hide | pos:-84.7,2.27,-294.0 dir:0
on_info = {+duty_girl_capture_the_brirge_dead} beh@duty_guard_6
[beh@duty_combat_7]:beh@duty_combat
pt1 = 999999,hide | pos:-84.0,2.48,-292.6 dir:30
on_info = {+duty_girl_capture_the_brirge_dead} beh@duty_guard_7
[beh@duty_combat_8]:beh@duty_combat
pt1 = 999999,hide | pos:-84.0,2.24,-284.9 dir:30
on_info = {+duty_girl_capture_the_brirge_dead} beh@duty_guard_8
[beh@duty_combat_9]:beh@duty_combat
pt1 = 999999,hide | pos:-91.7,0.12,-271.6 dir:30
on_info = {+duty_girl_capture_the_brirge_dead} beh@duty_guard_9
[beh@duty_guard]:beh@animpoint
combat_ignore_cond = {=is_enemy_actor()} true
[beh@duty_guard_1]:beh@duty_guard
pt1 = 999999,sit_ass | pos:-104.3,0.30,-269.5 look:-105.7,0.30,-270.9
[beh@duty_guard_2]:beh@duty_guard
pt1 = 999999,sit_ass | pos:-104.3,0.30,-270.9 look:-105.7,0.30,-270.9
[beh@duty_guard_3]:beh@duty_guard
pt1 = 999999,sit_ass | pos:-104.3,0.30,-272.3 look:-105.7,0.30,-270.9
[beh@duty_guard_4]:beh@duty_guard
pt1 = 999999,sit_ass | pos:-107.1,0.30,-268.8 look:-105.7,0.30,-270.9
[beh@duty_guard_5]:beh@duty_guard
pt1 = 999999,sit_ass | pos:-107.8,0.30,-270.2 look:-105.7,0.30,-270.9
[beh@duty_guard_6]:beh@duty_guard
pt1 = 999999,sit_ass | pos:-107.8,0.30,-271.6 look:-105.7,0.30,-270.9
[beh@duty_guard_7]:beh@duty_guard
pt1 = 999999,sit_ass | pos:-107.1,0.30,-273.0 look:-105.7,0.30,-270.9
[beh@duty_guard_8]:beh@duty_guard
pt1 = 999999,sit_ass | pos:-105.7,0.30,-273.7 look:-105.7,0.30,-270.9
[beh@duty_guard_9]:beh@duty_guard
pt1 = 999999,sit_ass | pos:-105.0,0.30,-268.8 look:-105.7,0.30,-270.9
@@ -0,0 +1,34 @@
[section@squad]
target@base = gar_smart_terrain_2_4
[section@logic]
logic@general
[logic@base]
net_spawn = pt1
[logic@general]:logic@base
active = mob_home@general
;==================================================
[mob_home@base]
target = %=mutant_path%
before_hit = task_duty_girl@hunting_chimera_hit
combat_ignore_cond = {+duty_girl_hunting_chimera_fight} false, {=fighting_dist_le(20)} false, true
enemy_ignore_cond = {+duty_girl_hunting_chimera_fight} false, {=fighting_dist_le(20)} false, true
on_info1 = {-duty_girl_hunting_chimera_fight =see_actor() =dist_to_actor_le(20)} %+duty_girl_hunting_chimera_fight%
on_sound1 = actor|WPN_shoot|30|0| {-duty_girl_hunting_chimera_fight} %+duty_girl_hunting_chimera_fight%
on_sound2 = actor|WPN_hit|10|0| {-duty_girl_hunting_chimera_fight} %+duty_girl_hunting_chimera_fight%
on_sound3 = actor|WPN_empty|10|0| {-duty_girl_hunting_chimera_fight} %+duty_girl_hunting_chimera_fight%
on_sound4 = actor|WPN_reload|10|0| {-duty_girl_hunting_chimera_fight} %+duty_girl_hunting_chimera_fight%
[mob_home@general]:mob_home@base
pt1 = pos:-271.6,0.42,23.8 dir:0
move_animation = run
wait_animation = sleep
on_info = {!dist_to_beh(100)} mob_home@return
[mob_home@return]:mob_home@base
pt1 = pos:-271.6,0.42,23.8 dir:0
on_info = {=dist_to_beh(20)} mob_home@general
combat_ignore_cond = true
@@ -0,0 +1,196 @@
[section@squad]
target@base = {=check_squad_section(squad_duty_girl_monolith_elite_mono)} mil_smart_terrain_2_6, mil_smart_terrain_4_5
condlist = {+duty_girl_monolith_elite_dead !actor_on_level(l07_military)} %=squad_self_release()%
[section@logic]
logic@monolith_1
logic@monolith_2
logic@monolith_3
logic@monolith_4
logic@monolith_5
logic@monolith_6
logic@monolith_7
logic@monolith_8
logic@monolith_9
logic@duty_1
logic@duty_2
logic@duty_3
logic@duty_4
logic@duty_5
logic@duty_6
logic@duty_combat_1
logic@duty_combat_2
logic@duty_combat_3
logic@duty_combat_4
logic@duty_combat_5
logic@duty_combat_6
[logic@base]
post_combat_time = 0,0
net_spawn = pt1
[logic@combat_camper]
combat_type = camper
[logic@monolith]:logic@base
suitable = {=check_npc_name(sim_default_monolith)} true
[logic@monolith_1]:logic@monolith,logic@combat_camper
active = beh@monolith_1
[logic@monolith_2]:logic@monolith,logic@combat_camper
active = beh@monolith_2
[logic@monolith_3]:logic@monolith,logic@combat_camper
active = beh@monolith_3
[logic@monolith_4]:logic@monolith
active = beh@monolith_4
[logic@monolith_5]:logic@monolith
active = beh@monolith_5
[logic@monolith_6]:logic@monolith
active = beh@monolith_6
[logic@monolith_7]:logic@monolith
active = beh@monolith_7
[logic@monolith_8]:logic@monolith
active = beh@monolith_8
[logic@monolith_9]:logic@monolith
active = beh@monolith_9
;==================================================
[beh@base]
dont_keep_items = true
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_keep_when_attacked = true
target = waypoint
path_end = loop
walk_dist = 0
jog_dist = 0
run_anim = patrol
meet = no_meet
[beh@animpoint]:beh@base
target = %=animpoint()% nil
[beh@monolith]:beh@animpoint
before_hit = task_duty_girl@monolith_elite_hit
run_anim = rush
combat_ignore_cond = {-duty_girl_monolith_elite_move =enemy_squad(squad_duty_girl_monolith_elite)} true
enemy_ignore_cond = {-duty_girl_monolith_elite_move =enemy_squad(squad_duty_girl_monolith_elite)} true
[beh@monolith_1]:beh@monolith
pt1 = 999999,hide | pos:-58.8,-12.53,396.9 dir:180
[beh@monolith_2]:beh@monolith
pt1 = 999999,hide | pos:-80.5,-8.89,404.6 dir:180
[beh@monolith_3]:beh@monolith
pt1 = 999999,hide | pos:-123.2,-14.45,380.1 dir:180
[beh@monolith_4]:beh@monolith
pt1 = 999999,hide | pos:-85.4,-10.55,391.3 dir:180
[beh@monolith_5]:beh@monolith
pt1 = 999999,hide | pos:-87.5,-10.71,391.3 dir:180
[beh@monolith_6]:beh@monolith
pt1 = 999999,hide | pos:-86.1,-10.50,392.0 dir:180
[beh@monolith_7]:beh@monolith
pt1 = 999999,hide | pos:-72.8,-13.48,387.8 dir:180
[beh@monolith_8]:beh@monolith
pt1 = 999999,hide | pos:-69.3,-15.30,387.1 dir:180
[beh@monolith_9]:beh@monolith
pt1 = 999999,hide | pos:-71.4,-14.19,387.8 dir:180
[logic@duty]:logic@base,logic@combat_camper
suitable = {-duty_girl_monolith_elite_move =check_npc_name(sim_default_duty)} true
[logic@duty_1]:logic@duty
active = beh@duty_1
[logic@duty_2]:logic@duty
active = beh@duty_2
[logic@duty_3]:logic@duty
active = beh@duty_3
[logic@duty_4]:logic@duty
active = beh@duty_4
[logic@duty_5]:logic@duty
active = beh@duty_5
[logic@duty_6]:logic@duty
active = beh@duty_6
[logic@duty_combat]:logic@base
suitable = {+duty_girl_monolith_elite_move =check_npc_name(sim_default_duty)} true
[logic@duty_combat_1]:logic@duty_combat
active = {-duty_girl_monolith_elite_dead} beh@duty_combat_1, beh@duty_guard_1
[logic@duty_combat_2]:logic@duty_combat
active = {-duty_girl_monolith_elite_dead} beh@duty_combat_2, beh@duty_guard_2
[logic@duty_combat_3]:logic@duty_combat
active = {-duty_girl_monolith_elite_dead} beh@duty_combat_3, beh@duty_guard_3
[logic@duty_combat_4]:logic@duty_combat
active = {-duty_girl_monolith_elite_dead} beh@duty_combat_4, beh@duty_guard_4
[logic@duty_combat_5]:logic@duty_combat
active = {-duty_girl_monolith_elite_dead} beh@duty_combat_5, beh@duty_guard_5
[logic@duty_combat_6]:logic@duty_combat
active = {-duty_girl_monolith_elite_dead} beh@duty_combat_6, beh@duty_guard_6
[beh@duty]:beh@animpoint
before_hit = task_duty_girl@monolith_elite_hit
run_anim = rush
combat_ignore_cond = {+duty_girl_monolith_elite_move} true
enemy_ignore_cond = {+duty_girl_monolith_elite_move} true
[beh@duty_1]:beh@duty
pt1 = 999999,salut | pos:-93.8,-20.71,221.2 dir:180
[beh@duty_2]:beh@duty
pt1 = 999999,salut | pos:-92.4,-20.58,221.2 dir:180
[beh@duty_3]:beh@duty
pt1 = 999999,salut | pos:-91.0,-20.44,221.2 dir:180
[beh@duty_4]:beh@duty
pt1 = 999999,hide | pos:-97.3,-20.09,226.1 dir:0
[beh@duty_5]:beh@duty
pt1 = 999999,hide | pos:-87.5,-19.15,223.3 dir:0
[beh@duty_6]:beh@duty
pt1 = 999999,hide | pos:-90.3,-20.72,214.9 dir:180
[beh@duty_combat]:beh@animpoint
before_hit = task_duty_girl@monolith_elite_hit
run_anim = assault
[beh@duty_combat_1]:beh@duty_combat
pt1 = 999999,hide | pos:-105.0,-9.60,327.6 dir:0
on_info = {+duty_girl_monolith_elite_dead} beh@duty_guard_1
[beh@duty_combat_2]:beh@duty_combat
pt1 = 999999,hide | pos:-100.1,-10.38,329.0 dir:0
on_info = {+duty_girl_monolith_elite_dead} beh@duty_guard_2
[beh@duty_combat_3]:beh@duty_combat
pt1 = 999999,hide | pos:-83.3,-15.29,329.0 dir:0
on_info = {+duty_girl_monolith_elite_dead} beh@duty_guard_3
[beh@duty_combat_4]:beh@duty_combat
pt1 = 999999,hide | pos:-46.9,-16.30,340.9 dir:0
on_info = {+duty_girl_monolith_elite_dead} beh@duty_guard_4
[beh@duty_combat_5]:beh@duty_combat
pt1 = 999999,hide | pos:-52.5,-17.41,322.7 dir:0
on_info = {+duty_girl_monolith_elite_dead} beh@duty_guard_5
[beh@duty_combat_6]:beh@duty_combat
pt1 = 999999,hide | pos:-37.8,-13.05,332.5 dir:0
on_info = {+duty_girl_monolith_elite_dead} beh@duty_guard_6
[beh@duty_guard_1]:beh@monolith_1
[beh@duty_guard_2]:beh@monolith_2
[beh@duty_guard_3]:beh@monolith_3
[beh@duty_guard_4]:beh@monolith_4
[beh@duty_guard_5]:beh@monolith_5
[beh@duty_guard_6]:beh@monolith_6