[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