Divergent/mods/Semi-Radiant AI/gamedata/configs/scripts/agroprom/agr_smart_terrain_1_6_near_...

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; =======================
; ------------- DAY ---------------
; =======================
; blockpost guard 1
[logic@near1_xcvb_day_1]
active = walker@day_1
suitable = {!surge_started !is_night} true
prior = 59
[walker@day_1]
path_walk = guard_1_walk
path_look = guard_1_look
; blockpost guard 2
[logic@near1_xcvb_day_2]
active = walker@day_2
suitable = {!surge_started !is_night} true
prior = 59
[walker@day_2]
path_walk = guard_2_walk
path_look = guard_2_look
; blockpost guard 3 (walking)
[logic@near1_xcvb_day_3]
active = walker@day_3
suitable = {!surge_started !is_night} true
prior = 58
[walker@day_3]
path_walk = walker_1_walk
; guard far
[logic@near1_xcvb_day_4]
active = walker@day_4
suitable = {!surge_started !is_night} true
prior = 58
[walker@day_4]
path_walk = home_2
path_look = home_1
on_timer = 90000 | walker@day_4_2
[walker@day_4_2]
path_walk = home_1
path_look = guard_2_look
on_timer = 50000 | walker@day_4
; blockpost guard 4
[logic@near1_xcvb_day_5]
active = walker@day_5
suitable = {!surge_started !is_night} true
prior = 57
[walker@day_5]
path_walk = kamp_2
path_look = guard_2_look
; guard angars
[logic@near1_xcvb_day_6]
active = walker@day_6
suitable = {!surge_started !is_night} true
prior = 56
[walker@day_6]
path_walk = home_3
path_look = walker_2_walk
on_timer = 30000 | walker@day_6_2
[walker@day_6_2]
path_walk = walker_2_walk
path_look = home_3
on_timer = 30000 | walker@day_6
; blockpost guard 5
[logic@near1_xcvb_day_7]
active = walker@day_7
suitable = {!surge_started !is_night} true
prior = 55
[walker@day_7]
path_walk = walker_2_look
path_look = guard_1_walk
; =======================
; ------------ NIGHT -------------
; =======================
[beh@general]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
meet = no_meet
wounded = wounded@ignore
use_camp = false
[meet@general]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
use = {=actor_enemy} false, {=dist_to_actor_le(3)} true, false
snd_on_use = {!dist_to_actor_le(3)} nil
meet_on_talking = false
[wounded@ignore]
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
; blockpost guard 1
[logic@near1_xcvb_night_1]
active = walker@night_1
suitable = {!surge_started =is_night} true
prior = 59
[walker@night_1]
path_walk = guard_1_walk
path_look = guard_1_look
; blockpost guard 2
[logic@near1_xcvb_night_2]
active = walker@night_2
suitable = {!surge_started =is_night} true
prior = 59
[walker@night_2]
path_walk = guard_2_walk
path_look = guard_2_look
; sleep second building
[logic@near1_xcvb_night_3]
active = beh@night_3
suitable = {!surge_started =is_night} true
prior = 58
[beh@night_3]:beh@general
pt1 = 20000, sleep | pos: -180.755, 0.1385, -171.565 look: -180.397, 0.1385, -172.9946
path_end = loop
turn_on_campfire = true
; sleep barracks 1
[logic@near1_xcvb_night_4]
active = beh@night_4
suitable = {!surge_started =is_night} true
prior = 58
[beh@night_4]:beh@general
pt1 = 20000, sleep | pos: -150.5944, 1.180466, -153.9333 look: -151.1883, 1.180466, -152.641
path_end = loop
; guard far
[logic@near1_xcvb_night_5]
active = walker@night_5
suitable = {!surge_started =is_night} true
prior = 57
[walker@night_5]
path_walk = home_2
path_look = home_1
on_timer = 60000 | walker@night_5_2
[walker@night_5_2]
path_walk = home_1
path_look = guard_2_look
on_timer = 50000 | walker@night_5
; sleep barracks 2
[logic@near1_xcvb_night_6]
active = beh@night_6
suitable = {!surge_started =is_night} true
prior = 56
[beh@night_6]:beh@general
pt1 = 20000, sleep | pos: -153.376, 1.1171, -149.3194 look: -152.94474, 1.117, -150.2148
path_end = loop
; sleep angar
[logic@near1_xcvb_night_7]
active = beh@night_7
suitable = {!surge_started =is_night} true
prior = 56
[beh@night_7]:beh@general
pt1 = 20000, sleep | pos: -131.74286, -0.001483, -155.31653 look: -132.3951, -0.001483, -154.5729
path_end = loop
; blockpost guard 3 (walking)
[logic@near1_xcvb_night_8]
active = walker@night_8
suitable = {!surge_started =is_night} true
prior = 55
[walker@night_8]
path_walk = walker_1_walk
; guard angars
[logic@near1_xcvb_night_9]
active = walker@night_9
suitable = {!surge_started =is_night} true
prior = 55
[walker@night_9]
path_walk = home_3
path_look = walker_2_walk
on_timer = 30000 | walker@night_9_2
[walker@night_9_2]
path_walk = walker_2_walk
path_look = home_3
on_timer = 30000 | walker@night_9
; sleep angar 2
[logic@near1_xcvb_night_10]
active = beh@night_10
suitable = {!surge_started =is_night} true
prior = 54
[beh@night_10]:beh@general
pt1 = 20000, sleep_sit | pos: -134.417, -0.0007345, -153.971 look: -133.455, -0.0007345, -154.17573
path_end = loop
help_wounded_enabled = true
; blockpost guard 4
[logic@near1_xcvb_night_11]
active = walker@night_11
suitable = {!surge_started =is_night} true
prior = 53
[walker@night_11]
path_walk = kamp_2
path_look = guard_2_look
; blockpost guard 5
[logic@near1_xcvb_night_12]
active = walker@night_12
suitable = {!surge_started =is_night} true
prior = 52
[walker@night_12]
path_walk = walker_2_look
path_look = guard_1_walk