[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 [logic] suitable = {=check_npc_name(redemption_task_3_monolith)} true active = beh@mono_general prior = 59 [beh@mono_general]:beh@general, remark@general on_info = {=check_npc_name(redemption_task_3_monolith_1)} remark@mono_1_wait, {=check_npc_name(redemption_task_3_monolith_2)} remark@mono_2_wait, {=check_npc_name(redemption_task_3_monolith_3)} remark@mono_3_wait [remark@mono_1_wait]:remark@general anim = threat_na target = story | actor on_timer = 1200 | %=redemption_play_snd(characters_voice\human\monolith_3\fight\fire\fire_4)% remark@mono_1_wait_2 [remark@mono_1_wait_2]:remark@general anim = threat_na target = story | actor on_timer = 1300 | remark@mono_shoot_actor_1 [remark@mono_shoot_actor_1]:remark@general anim = threat_fire target = story | actor on_timer = 250 | %=redemption_effects(anm:head_shot:7771:false) =redemption_effects(ppe:redemption_3_fade_nine_sec:7772:false) =redemption_effects(ppe:bloody:7773:true) +redemption_3_actor_invul% remark@mono_1_shoot_actor_2 [remark@mono_1_shoot_actor_2]:remark@general anim = threat_fire target = story | actor on_timer = 850 | remark@mono_1_shoot_hare [remark@mono_1_shoot_hare]:remark@general anim = threat_fire target = story | redemption_task_3_hare on_timer = 1100 | %=redemption_3_lay_down() =redemption_effects(anm:redemption_3_lay:7774:false) =redemption_3_draw_wallmarks()% beh@mono_1_walk [beh@mono_1_walk]:beh@general, remark@general walk_anim = patrol pt1 = 50000, guard | pos: 269.2, -22.08, -258.45 look: 269.35, -22.08, -259.385 on_info = {+redemption_3_illeon_shootout} remark@mono_1_look_illeon [remark@mono_1_look_illeon]:remark@general anim = threat_na target = story | redemption_task_3_illeon on_timer = 1500 | remark@mono_1_shoot_illeon [remark@mono_1_shoot_illeon]:remark@general anim = threat_fire target = story | redemption_task_3_illeon on_timer = 8000 | beh@mono_1_flee [beh@mono_1_flee]:beh@general, remark@general walk_dist = 0 jog_dist = 100 jog_anim = assault pt1 = 4500, guard | pos: 297.93, -21.7, -224.44 look: 297.05, -21.7, -223.96 path_end = %=redemption_effects(ppe:redemption_3_fade_nine_sec:7775:false)% beh@mono_1_stop [beh@mono_1_stop]:beh@general, remark@general pt1 = 4500, guard | pos: 297.93, -21.7, -224.44 look: 297.05, -21.7, -223.96 path_end = loop [remark@mono_2_wait]:remark@general anim = threat_na target = story | redemption_task_3_hare on_timer = 3000 | remark@mono_2_shoot_hare [remark@mono_2_shoot_hare]:remark@general anim = threat_fire target = story | redemption_task_3_hare on_timer = 1300 | remark@mono_2_shoot_actor [remark@mono_2_shoot_actor]:remark@general anim = threat_sniper_fire target = story | actor on_timer = 1300 | beh@mono_2_search [beh@mono_2_search]:beh@general, remark@general walk_dist = 8 jog_dist = 100 walk_anim = walk jog_anim = assault pt1 = 4000, hide_no_wpn | pos: 270.475, -22.21, -265.03 look: 264.292, -22.035, -267.174 pt2 = 4000, hide_no_wpn | pos: 271.275, -22.371, -264.5293 look: 273.275, -22.371, -264 pt3 = 100, guard | pos: 270.825, -22.371, -266.03 look: 269.2, -21.08, -258.45 path_end = remark@mono_2_init_talk [remark@mono_2_init_talk]:remark@general anim = guard target = story | redemption_task_3_monolith_1 on_timer = 1500 | %=redemption_3_monolith_talk% remark@mono_2_talk [remark@mono_2_talk]:remark@general anim = guard target = story | redemption_task_3_monolith_1 on_timer = 7000 | remark@mono_2_init_execute_hare [remark@mono_2_init_execute_hare]:remark@general anim = threat_na target = story | redemption_task_3_hare on_timer = 2000 | remark@mono_2_execute_hare [remark@mono_2_execute_hare]:remark@general anim = threat_fire target = story | redemption_task_3_hare on_timer = 1250 | %=kill_npc(redemption_task_3_hare) =redemption_3_spawn_illeon()% remark@mono_2_init_execute_actor [remark@mono_2_init_execute_actor]:remark@general anim = threat_na target = story | actor invulnerable = false [remark@mono_3_wait]:remark@general anim = threat_na target = story | actor on_timer = 3000 | remark@mono_3_shoot_actor [remark@mono_3_shoot_actor]:remark@general anim = threat_fire target = story | actor on_timer = 1200 | remark@mono_3_shoot_hare [remark@mono_3_shoot_hare]:remark@general anim = threat_sniper_fire target = story | redemption_task_3_hare on_timer = 1800 | %+redemption_3_hare_wounded% beh@mono_3_walk [beh@mono_3_walk]:beh@general, remark@general walk_dist = 20 jog_dist = 100 walk_anim = patrol jog_anim = assault pt1 = 50000, guard | pos: 264.1, -22.09, -262.68 look: 265, -22.1, -263.07 on_info = {+redemption_3_illeon_shootout} remark@mono_3_look_illeon [remark@mono_3_look_illeon]:remark@general anim = threat_na target = story | redemption_task_3_illeon on_timer = 2200 | %=redemption_play_snd(characters_voice\human\monolith_3\fight\enemy\enemy_1)% remark@mono_3_shoot_illeon [remark@mono_3_shoot_illeon]:remark@general anim = hide_fire target = story | redemption_task_3_illeon invulnerable = false