Divergent/mods/Semi-Radiant AI/gamedata/configs/scripts/escape/esc_smart_terrain_3_16_smar...

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; =======================
; ------------- DAY ---------------
; =======================
; guard entrance
[logic@esc_3_16_xcvb_day_1]
active = walker@day_1
suitable = {!surge_started !is_night} true
prior = 59
[walker@day_1]
path_walk = guard_2_walk
path_look = guard_2_look
; patrol central road
[logic@esc_3_16_xcvb_day_2]
active = walker@day_2
suitable = {!surge_started !is_night} true
prior = 58
[walker@day_2]
path_walk = guard_4_walk
; patrol all btr area
[logic@esc_3_16_xcvb_day_3]
active = walker@day_3
suitable = {!surge_started !is_night} true
prior = 57
[walker@day_3]
path_walk = walker_3_walk
; small patrol entrance
[logic@esc_3_16_xcvb_day_4]
active = walker@day_4
suitable = {!surge_started !is_night} true
prior = 56
[walker@day_4]
path_walk = guard_1_walk
; patrol around btr and barracks
[logic@esc_3_16_xcvb_day_5]
active = walker@day_5
suitable = {!surge_started !is_night} true
prior = 55
[walker@day_5]
path_walk = walker_4_walk
; sniper
[logic@esc_3_16_xcvb_day_6]
active = walker@day_6
suitable = {!surge_started !is_night =guard_has_rifle} true
prior = 55
[walker@day_6]
path_walk = sniper_1_walk
path_look = sniper_1_look
; small patrol inside the house near entrance
[logic@esc_3_16_xcvb_day_7]
active = walker@day_7
suitable = {!surge_started !is_night} true
prior = 54
[walker@day_7]
path_walk = walker_1_walk
; small patrol base
[logic@esc_3_16_xcvb_day_8]
active = walker@day_8
suitable = {!surge_started !is_night} true
prior = 53
[walker@day_8]
path_walk = guard_3_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
; guard entrance 1
[logic@esc_3_16_xcvb_night_1]
active = walker@night_1
suitable = {!surge_started =is_night} true
prior = 59
[walker@night_1]
path_walk = guard_2_walk
path_look = guard_2_look
; patrol central road
[logic@esc_3_16_xcvb_night_2]
active = walker@night_2
suitable = {!surge_started =is_night} true
prior = 58
[walker@night_2]
path_walk = guard_4_walk
; patrol around btr and barracks
[logic@esc_3_16_xcvb_night_3]
active = walker@night_3
suitable = {!surge_started =is_night} true
prior = 57
[walker@night_3]
path_walk = walker_4_walk
; sleep sit barrack 1
[logic@esc_3_16_xcvb_night_4]
active = beh@night_4
suitable = {!surge_started =is_night} true
prior = 56
[beh@night_4]:beh@general
pt1 = 20000, sit_ass_drink_vodka | pos: -119.7, -29.032, -385.7 look: -121.521, -30.0518, -383.355
path_end = loop
meet = meet@general
help_wounded_enabled = true
turn_on_campfire = true
; sleep barrack 2
[logic@esc_3_16_xcvb_night_5]
active = beh@night_5
suitable = {!surge_started =is_night} true
prior = 56
[beh@night_5]:beh@general
pt1 = 20000, sleep | pos: -116.2, -28.9501, -387.1 look: -116.2635, -30.0507, -384.773
path_end = loop
turn_on_campfire = true
; small patrol entrance
[logic@esc_3_16_xcvb_night_6]
active = walker@night_6
suitable = {!surge_started =is_night} true
prior = 55
[walker@night_6]
path_walk = guard_1_walk
; sleep barrack 3
[logic@esc_3_16_xcvb_night_7]
active = beh@night_7
suitable = {!surge_started =is_night} true
prior = 54
[beh@night_7]:beh@general
pt1 = 20000, sleep | pos: -121.8, -29.032, -383.6 look: -119.2162, -30.0523, -385.7994
path_end = loop
; sleep barrack 4 (stand)
[logic@esc_3_16_xcvb_night_8]
active = beh@night_8
suitable = {!surge_started =is_night} true
prior = 53
[beh@night_8]:beh@general
pt1 = 20000, smoking_stand | pos: -121.1, -29.032, -380.8 look: -119.5114, -30.0507, -375.8038
path_end = loop
meet = meet@general
help_wounded_enabled = true
; patrol all btr area
[logic@esc_3_16_xcvb_night_9]
active = walker@night_9
suitable = {!surge_started =is_night} true
prior = 53
[walker@night_9]
path_walk = walker_3_walk
; sleep barrack 5 (sleep_sit)
[logic@esc_3_16_xcvb_night_10]
active = beh@night_10
suitable = {!surge_started =is_night} true
prior = 52
[beh@night_10]:beh@general
pt1 = 20000, drunk_sit_ass | pos: -126, -29.0266, -375.2 look: -122.9729, -30.0513, -375.1473
path_end = loop
; small patrol inside the house near entrance
[logic@esc_3_16_xcvb_night_11]
active = walker@night_11
suitable = {!surge_started =is_night} true
prior = 51
[walker@night_11]
path_walk = walker_1_walk
; small patrol base
[logic@esc_3_16_xcvb_night_12]
active = walker@night_12
suitable = {!surge_started =is_night} true
prior = 51
[walker@night_12]
path_walk = guard_3_walk