[remark@general] gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false combat_ignore_cond = {=check_enemy_name(actor)} true, {=check_enemy_name(redemption_task_3_monolith)} true use_camp = false turn_on_campfire = false meet = no_meet wounded = wounded@no_wound invulnerable = true [beh@general]:remark@general behavior_state = beh_move target = waypoint path_end = loop [meet@general] close_anim = wait close_victim = nil far_anim = nil far_victim = nil close_distance = 0 far_distance = 0 use = {=dist_to_actor_le(6)} self, false snd_on_use = {!dist_to_actor_le(6)} nil allow_break = false trade_enable = false meet_dialog = redemption_storyline_3_3 [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 [logic] suitable = {=check_npc_name(redemption_task_3_illeon)} true active = remark@illeon_wait prior = 59 [remark@illeon_wait]:remark@general anim = threat_na target = story | redemption_task_3_monolith_2 on_timer = 1250 | remark@illeon_kill_1 [remark@illeon_kill_1]:remark@general anim = threat_sniper_fire target = story | redemption_task_3_monolith_2 on_timer = 1000 | %=redemption_hit_obj(redemption_task_3_monolith_2:bip01_head:5:30:redemption_task_3_illeon) +redemption_3_illeon_shootout% remark@illeon_kill_2 [remark@illeon_kill_2]:remark@general anim = threat_sniper_fire target = story | redemption_task_3_monolith_3 on_timer = 6000 | %=redemption_hit_obj(redemption_task_3_monolith_3:bip01_pelvis:5:30:redemption_task_3_illeon)% remark@illeon_keep_shoot [remark@illeon_keep_shoot]:remark@general anim = threat_sniper_fire target = story | redemption_task_3_monolith_1 on_timer = 8000 | beh@illeon_come [beh@illeon_come]:beh@general, remark@general walk_dist = 15 jog_dist = 100 walk_anim = patrol jog_anim = assault pt1 = 1, guard | pos: 271.275, -22.371, -264.5293 look: 273.275, -22.371, -264 path_end = %=redemption_effects(ppe:fade_in:7776:false)% beh@illeon_fade [beh@illeon_fade]:beh@general, remark@general walk_dist = 100 jog_dist = 0 walk_anim = patrol pt1 = 2500, guard | pos: 271.275, -22.371, -264.5293 look: 273.275, -22.371, -264 path_end = %=redemption_effects(ppe:black_infinite_2:7777:true) =redemption_3_release_bodies() =redemption_3_teleport_to_subway() =redemption_effects(anm:redemption_3_lay:7778:false)% beh@illeon_teleport [beh@illeon_teleport]:beh@general, remark@general walk_dist = 15 walk_anim = walk pt1 = 4500, sit_ass | pos: 523.263, -28.24, 147.10 look: 521.2, -28.19, 149.718 path_end = %=redemption_3_illeon_talk()% beh@illeon_talk [beh@illeon_talk]:beh@general, remark@general pt1 = 20500, sit_ass | pos: 523.263, -28.24, 147.10 look: 521.2, -28.19, 149.718 path_end = %=redemption_effects(ppe:redemption_3_fade_nine_sec:7779:false)% beh@illeon_fade_2 [beh@illeon_fade_2]:beh@general, remark@general pt1 = 1500, sit_ass | pos: 523.263, -28.24, 147.10 look: 521.2, -28.19, 149.718 path_end = %=redemption_3_change_time()% beh@illeon_wake_up [beh@illeon_wake_up]:beh@general, remark@general pt1 = 4000, wait | pos: 523.263, -28.24, 147.10 look: 521.2, -28.19, 149.718 path_end = %=redemption_3_remove_effectors()% beh@illeon_input [beh@illeon_input]:beh@general, remark@general pt1 = 7000, wait | pos: 523.263, -28.24, 147.10 look: 521.2, -28.19, 149.718 path_end = %=redemption_3_enable_input()% beh@illeon_real_talk [beh@illeon_real_talk]:beh@general, remark@general meet = meet@general pt1 = 250, wait | pos: 523.263, -28.24, 147.10 look: 521.2, -28.19, 149.718 path_end = loop