487 lines
10 KiB
TeX
487 lines
10 KiB
TeX
; =======================
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; ------------- DAY ---------------
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; =======================
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; blockpost guard 1
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[logic@agr_smart_terrain_1_6_xcvb_day_1]
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active = walker@day_1
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suitable = {!surge_started !is_night} true
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prior = 59
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[walker@day_1]
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path_walk = guard_5_walk
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path_look = guard_5_look
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; patrol center
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[logic@agr_smart_terrain_1_6_xcvb_day_2]
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active = walker@day_2
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suitable = {!surge_started !is_night} true
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prior = 58
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[walker@day_2]
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path_walk = patrol_6_walk
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; patrol behind
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[logic@agr_smart_terrain_1_6_xcvb_day_3]
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active = walker@day_3
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suitable = {!surge_started !is_night} true
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prior = 57
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[walker@day_3]
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path_walk = patrol_4_walk
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; patrol side
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[logic@agr_smart_terrain_1_6_xcvb_day_4]
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active = walker@day_4
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suitable = {!surge_started !is_night} true
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prior = 57
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[walker@day_4]
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path_walk = patrol_2_walk
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; blockpost guard 2
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[logic@agr_smart_terrain_1_6_xcvb_day_5]
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active = walker@day_5
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suitable = {!surge_started !is_night} true
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prior = 56
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[walker@day_5]
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path_walk = guard_1_walk
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path_look = guard_1_look
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; guard main building
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[logic@agr_smart_terrain_1_6_xcvb_day_6]
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active = walker@day_6
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suitable = {!surge_started !is_night} true
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prior = 56
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[walker@day_6]
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path_walk = guard_7_walk
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path_look = guard_7_look
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; patrol angar
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[logic@agr_smart_terrain_1_6_xcvb_day_7]
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active = walker@day_7
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suitable = {!surge_started !is_night} true
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prior = 56
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[walker@day_7]
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path_walk = patrol_1_walk
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; sniper base
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[logic@agr_smart_terrain_1_6_xcvb_day_8]
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active = walker@day_8
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suitable = {!surge_started !is_night =guard_has_rifle} true
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prior = 55
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[walker@day_8]
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path_walk = sniper_1_walk
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path_look = sniper_1_look
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; sniper watchtower
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[logic@agr_smart_terrain_1_6_xcvb_day_9]
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active = walker@day_9
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suitable = {!surge_started !is_night =guard_has_rifle} true
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prior = 55
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[walker@day_9]
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path_walk = guard_2_walk
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path_look = guard_2_look
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; guard second building
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[logic@agr_smart_terrain_1_6_xcvb_day_10]
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active = walker@day_10
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suitable = {!surge_started !is_night} true
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prior = 54
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[walker@day_10]
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path_walk = guard_6_walk
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path_look = guard_6_look
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; guard angars
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[logic@agr_smart_terrain_1_6_xcvb_day_11]
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active = walker@day_11
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suitable = {!surge_started !is_night} true
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prior = 54
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[walker@day_11]
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path_walk = walker_1_walk
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path_look = walker_1_look
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; patrol behind 2
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[logic@agr_smart_terrain_1_6_xcvb_day_12]
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active = walker@day_12
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suitable = {!surge_started !is_night} true
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prior = 54
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[walker@day_12]
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path_walk = patrol_3_walk
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; patrol center 2
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[logic@agr_smart_terrain_1_6_xcvb_day_13]
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active = walker@day_13
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suitable = {!surge_started !is_night} true
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prior = 53
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[walker@day_13]
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path_walk = patrol_5_walk
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; idle
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[logic@agr_smart_terrain_1_6_camp_work_6]
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active = animpoint@agr_smart_terrain_1_6_camp_work_6
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suitable = {!surge_started} true
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prior = 47
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[logic@agr_smart_terrain_1_6_camp_work_7]
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active = animpoint@agr_smart_terrain_1_6_camp_work_7
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suitable = {!surge_started} true
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prior = 46
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[logic@agr_smart_terrain_1_6_camp_work_8]
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active = animpoint@agr_smart_terrain_1_6_camp_work_8
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suitable = {!surge_started} true
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prior = 47
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on_game_timer = 7200 | {!is_rain} animpoint@agr_smart_cover_otzhiman_5
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[logic@agr_smart_terrain_1_6_camp_work_9]
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active = animpoint@agr_smart_terrain_1_6_camp_work_9
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suitable = {!surge_started} true
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prior = 46
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[logic@agr_smart_terrain_1_6_camp_work_10]
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active = animpoint@agr_smart_terrain_1_6_camp_work_10
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suitable = {!surge_started} true
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prior = 47
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on_game_timer = 7200 | {!is_rain} animpoint@agr_smart_cover_otzhiman_4
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[logic@agr_smart_terrain_1_6_camp_work_11]
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active = animpoint@agr_smart_terrain_1_6_camp_work_11
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suitable = {!surge_started} true
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prior = 46
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on_game_timer = 7200 | {!is_rain} animpoint@agr_smart_cover_otzhiman_3
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[logic@agr_smart_terrain_1_6_camp_work_12]
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active = animpoint@agr_smart_terrain_1_6_camp_work_12
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suitable = {!surge_started} true
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prior = 47
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[logic@agr_smart_terrain_1_6_camp_work_13]
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active = animpoint@agr_smart_terrain_1_6_camp_work_13
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suitable = {!surge_started} true
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prior = 47
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[logic@agr_smart_terrain_1_6_camp_work_17]
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active = animpoint@agr_smart_terrain_1_6_camp_work_17
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suitable = {!surge_started} true
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prior = 47
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[animpoint@agr_smart_terrain_1_6_camp_work_6]
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cover_name = agr_smart_terrain_1_6_animpoint_camp_1
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use_camp = true
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[animpoint@agr_smart_terrain_1_6_camp_work_7]
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cover_name = agr_smart_terrain_1_6_animpoint_camp_2
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use_camp = true
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[animpoint@agr_smart_terrain_1_6_camp_work_8]
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cover_name = agr_smart_terrain_1_6_animpoint_camp_3
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use_camp = true
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[animpoint@agr_smart_terrain_1_6_camp_work_9]
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cover_name = agr_smart_terrain_1_6_animpoint_camp_4
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use_camp = true
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[animpoint@agr_smart_terrain_1_6_camp_work_10]
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cover_name = agr_smart_terrain_1_6_animpoint_camp_5
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use_camp = true
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[animpoint@agr_smart_terrain_1_6_camp_work_11]
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cover_name = agr_smart_terrain_1_6_animpoint_camp_6
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use_camp = true
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[animpoint@agr_smart_terrain_1_6_camp_work_12]
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cover_name = agr_smart_terrain_1_6_animpoint_camp_7
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use_camp = true
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[animpoint@agr_smart_terrain_1_6_camp_work_13]
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cover_name = agr_smart_terrain_1_6_animpoint_camp_8
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use_camp = false
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[animpoint@agr_smart_terrain_1_6_camp_work_17]
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cover_name = agr_smart_terrain_1_6_animpoint_camp_12
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use_camp = true
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; =======================
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; ------------ NIGHT -------------
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; =======================
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[beh@general]
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;sound_idle = state
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behavior_state = beh_move
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target = waypoint
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walk_dist = 100
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jog_dist = 220
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wait_anim = walk
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walk_anim = walk
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jog_anim = walk
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run_anim = walk
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delay_anim = guard
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gather_items_enabled = false
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help_wounded_enabled = false
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corpse_detection_enabled = false
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meet = no_meet
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wounded = wounded@ignore
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use_camp = false
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[meet@general]
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close_anim = nil
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close_victim = nil
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far_anim = nil
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far_victim = nil
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close_distance = 0
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far_distance = 0
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use = {=actor_enemy} false, {=dist_to_actor_le(3)} true, false
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snd_on_use = {!dist_to_actor_le(3)} nil
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meet_on_talking = false
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[wounded@ignore]
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hp_state = 0|wounded_heavy@help_heavy
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hp_state_see = 0|wounded_heavy@help_heavy
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hp_victim = 0|nil
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hp_fight = 0|false
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hp_cover = 0|false
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; blockpost guard 1
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[logic@agr_smart_terrain_1_6_xcvb_night_1]
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active = walker@night_1
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suitable = {!surge_started =is_night} true
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prior = 59
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[walker@night_1]
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path_walk = guard_5_walk
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path_look = guard_5_look
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; sleep angar sit couch
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[logic@agr_smart_terrain_1_6_xcvb_night_2]
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active = animpoint@night_2
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suitable = {!surge_started =is_night} true
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prior = 58
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[animpoint@night_2]
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cover_name = agr_smart_terrain_1_6_animpoint_camp_11
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use_camp = true
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turn_on_campfire = true
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meet = meet@general
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; guard main building
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[logic@agr_smart_terrain_1_6_xcvb_night_3]
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active = walker@night_3
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suitable = {!surge_started =is_night} true
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prior = 57
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[walker@night_3]
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path_walk = guard_7_walk
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path_look = guard_7_look
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; sleep second building
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[logic@agr_smart_terrain_1_6_xcvb_night_4]
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active = beh@night_4
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suitable = {!surge_started =is_night} true
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prior = 56
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[beh@night_4]:beh@general
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pt1 = 20000, sleep | pos: -181.894, 0.0627, -176.8428 look: -181.204, 0.0627, -176.035
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path_end = loop
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; patrol behind
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[logic@agr_smart_terrain_1_6_xcvb_night_5]
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active = walker@night_5
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suitable = {!surge_started =is_night} true
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prior = 55
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[walker@night_5]
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path_walk = patrol_4_walk
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; patrol side
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[logic@agr_smart_terrain_1_6_xcvb_night_6]
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active = walker@night_6
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suitable = {!surge_started =is_night} true
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prior = 55
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[walker@night_6]
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path_walk = patrol_2_walk
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; sleep angar
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[logic@agr_smart_terrain_1_6_xcvb_night_7]
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active = animpoint@night_7
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suitable = {!surge_started =is_night} true
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prior = 54
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[animpoint@night_7]
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cover_name = agr_smart_terrain_1_6_animpoint_camp_9
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use_camp = true
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turn_on_campfire = true
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; sleep angar
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[logic@agr_smart_terrain_1_6_xcvb_night_8]
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active = animpoint@night_8
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suitable = {!surge_started =is_night} true
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prior = 54
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[animpoint@night_8]
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cover_name = agr_smart_terrain_1_6_animpoint_camp_10
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use_camp = true
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turn_on_campfire = true
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; blockpost guard 2
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[logic@agr_smart_terrain_1_6_xcvb_night_9]
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active = walker@night_9
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suitable = {!surge_started =is_night} true
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prior = 53
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[walker@night_9]
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path_walk = guard_1_walk
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path_look = guard_1_look
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; sleep campfire behind building 1
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[logic@agr_smart_terrain_1_6_xcvb_night_10]
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active = animpoint@night_10
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suitable = {!surge_started =is_night} true
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prior = 53
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[animpoint@night_10]
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cover_name = agr_smart_terrain_1_6_animpoint_kamp2
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use_camp = true
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turn_on_campfire = true
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; sleep campfire behind building 2
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[logic@agr_smart_terrain_1_6_xcvb_night_11]
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active = animpoint@night_11
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suitable = {!surge_started =is_night} true
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prior = 53
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[animpoint@night_11]
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cover_name = agr_smart_terrain_1_6_animpoint_kamp4
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use_camp = true
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turn_on_campfire = true
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; sleep drink vodka main building
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[logic@agr_smart_terrain_1_6_xcvb_night_12]
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active = animpoint@night_12
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suitable = {!surge_started =is_night} true
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prior = 53
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[animpoint@night_12]
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cover_name = agr_smart_terrain_1_6_animpoint_camp_16
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use_camp = true
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; patrol angars
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[logic@agr_smart_terrain_1_6_xcvb_night_13]
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active = walker@night_13
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suitable = {!surge_started =is_night} true
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prior = 52
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[walker@night_13]
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path_walk = patrol_1_walk
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; guard second building
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[logic@agr_smart_terrain_1_6_xcvb_night_14]
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active = walker@night_14
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suitable = {!surge_started =is_night} true
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prior = 52
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[walker@night_14]
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path_walk = guard_6_walk
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path_look = guard_6_look
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; sniper watchtower
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[logic@agr_smart_terrain_1_6_xcvb_night_15]
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active = walker@night_15
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suitable = {!surge_started =is_night =guard_has_rifle} true
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prior = 52
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[walker@night_15]
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path_walk = guard_2_walk
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path_look = guard_2_look
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; patrol center
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[logic@agr_smart_terrain_1_6_xcvb_night_16]
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active = walker@night_16
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suitable = {!surge_started =is_night} true
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prior = 51
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[walker@night_16]
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path_walk = patrol_6_walk
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; patrol behind 2
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[logic@agr_smart_terrain_1_6_xcvb_night_17]
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active = walker@night_17
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suitable = {!surge_started =is_night} true
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prior = 51
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[walker@night_17]
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path_walk = patrol_3_walk
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; patrol center 2
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[logic@agr_smart_terrain_1_6_xcvb_night_18]
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active = walker@night_18
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suitable = {!surge_started =is_night} true
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prior = 50
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[walker@night_18]
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path_walk = patrol_5_walk
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; guard angars
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[logic@agr_smart_terrain_1_6_xcvb_night_19]
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active = walker@night_19
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suitable = {!surge_started =is_night} true
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prior = 50
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[walker@night_19]
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path_walk = walker_1_walk
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path_look = walker_1_look
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; sniper base
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[logic@agr_smart_terrain_1_6_xcvb_night_20]
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active = walker@night_20
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suitable = {!surge_started =is_night =guard_has_rifle} true
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prior = 50
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[walker@night_20]
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path_walk = sniper_1_walk
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path_look = sniper_1_look |