[remark@general] gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false combat_ignore_cond = true meet = no_meet wounded = wounded@no_wound use_camp = false turn_on_campfire = false invulnerable = true [beh@general]:remark@general behavior_state = beh_move target = waypoint [wounded@no_wound] 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 [meet@meet_freed] close_anim = wait close_victim = nil far_anim = nil far_victim = nil close_distance = 0 far_distance = 0 use = {=dist_to_actor_le(4)} self, false snd_on_use = {!dist_to_actor_le(4)} nil allow_break = false trade_enable = false meet_dialog = redemption_storyline_5_7 [meet@meet_dolg] close_anim = wait close_victim = nil far_anim = nil far_victim = nil close_distance = 0 far_distance = 0 use = {=dist_to_actor_le(15)} self, false snd_on_use = {!dist_to_actor_le(15)} nil allow_break = false trade_enable = false meet_dialog = redemption_storyline_5_8 [logic] suitable = {!surge_started =check_npc_name(redemption_task_5)} true active = beh@task_5_meeting prior = 59 [beh@task_5_meeting]:beh@general, remark@general on_info = {=check_npc_name(redemption_task_5_duty_captain)} beh@duty_cap, {=check_npc_name(redemption_task_5_duty_1)} beh@duty_1, {=check_npc_name(redemption_task_5_freedom_captain)} beh@freed_cap, {=check_npc_name(redemption_task_5_freedom_1)} beh@freed_1 [beh@duty_cap]:beh@general, remark@general walk_dist = 25 jog_dist = 50 walk_anim = patrol pt1 = 2500, guard | pos: -230.3, -11.643, 44.1 look: -226.124, -12.6535, 44.1986 path_end = remark@duty_cap_stay [remark@duty_cap_stay]:remark@general anim = wait target = story | redemption_task_5_freedom_captain on_info = {+redemption_5_freedom_talk_end -redemption_5_duty_talk_end} remark@duty_cap_stay_2 [remark@duty_cap_stay_2]:remark@general meet = meet@meet_dolg anim = wait target = story | redemption_task_5_freedom_captain on_info = {+redemption_5_duty_talk_end} remark@duty_cap_stay [beh@duty_1]:beh@general, remark@general walk_dist = 25 jog_dist = 50 walk_anim = patrol pt1 = 2500, guard | pos: -231.7, -11.643, 42 look: -228.3728, -12.6573, 42.2482 path_end = remark@duty_1_stay [remark@duty_1_stay]:remark@general anim = guard target = story | redemption_task_5_freedom_1 [beh@freed_cap]:beh@general, remark@general walk_dist = 25 jog_dist = 50 walk_anim = patrol pt1 = 2500, guard | pos: -226.8, -11.6548, 44.1 look: -229.4397, -12.6546, 43.6063 path_end = remark@freed_cap_stay [remark@freed_cap_stay]:remark@general meet = meet@meet_freed anim = wait target = story | redemption_task_5_duty_captain on_info = {+redemption_5_freedom_talk_end} remark@freed_cap_stay_2 [remark@freed_cap_stay_2]:remark@general meet = no_meet anim = wait target = story | redemption_task_5_duty_captain on_info = {-redemption_5_freedom_talk_end} remark@freed_cap_stay [beh@freed_1]:beh@general, remark@general walk_dist = 25 jog_dist = 50 walk_anim = patrol pt1 = 2500, guard | pos: -224, -11.643, 42.7 look: -226.1302, -12.6566, 42.0098 path_end = remark@freed_1_stay [remark@freed_1_stay]:remark@general anim = guard target = story | redemption_task_5_duty_1