256 lines
5.1 KiB
TeX
256 lines
5.1 KiB
TeX
; =======================
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; ------------- DAY ---------------
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; =======================
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; guard entrance
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[logic@esc_3_16_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_2_walk
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path_look = guard_2_look
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; patrol central road
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[logic@esc_3_16_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 = guard_4_walk
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; patrol all btr area
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[logic@esc_3_16_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 = walker_3_walk
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; small patrol entrance
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[logic@esc_3_16_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 = 56
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[walker@day_4]
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path_walk = guard_1_walk
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; patrol around btr and barracks
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[logic@esc_3_16_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 = 55
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[walker@day_5]
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path_walk = walker_4_walk
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; sniper
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[logic@esc_3_16_xcvb_day_6]
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active = walker@day_6
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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_6]
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path_walk = sniper_1_walk
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path_look = sniper_1_look
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; small patrol inside the house near entrance
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[logic@esc_3_16_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 = 54
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[walker@day_7]
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path_walk = walker_1_walk
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; small patrol base
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[logic@esc_3_16_xcvb_day_8]
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active = walker@day_8
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suitable = {!surge_started !is_night} true
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prior = 53
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[walker@day_8]
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path_walk = guard_3_walk
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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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; guard entrance 1
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[logic@esc_3_16_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_2_walk
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path_look = guard_2_look
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; patrol central road
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[logic@esc_3_16_xcvb_night_2]
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active = walker@night_2
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suitable = {!surge_started =is_night} true
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prior = 58
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[walker@night_2]
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path_walk = guard_4_walk
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; patrol around btr and barracks
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[logic@esc_3_16_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 = walker_4_walk
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; sleep sit barrack 1
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[logic@esc_3_16_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, sit_ass_drink_vodka | pos: -119.7, -29.032, -385.7 look: -121.521, -30.0518, -383.355
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path_end = loop
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meet = meet@general
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help_wounded_enabled = true
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turn_on_campfire = true
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; sleep barrack 2
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[logic@esc_3_16_xcvb_night_5]
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active = beh@night_5
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suitable = {!surge_started =is_night} true
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prior = 56
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[beh@night_5]:beh@general
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pt1 = 20000, sleep | pos: -116.2, -28.9501, -387.1 look: -116.2635, -30.0507, -384.773
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path_end = loop
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turn_on_campfire = true
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; small patrol entrance
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[logic@esc_3_16_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 = guard_1_walk
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; sleep barrack 3
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[logic@esc_3_16_xcvb_night_7]
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active = beh@night_7
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suitable = {!surge_started =is_night} true
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prior = 54
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[beh@night_7]:beh@general
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pt1 = 20000, sleep | pos: -121.8, -29.032, -383.6 look: -119.2162, -30.0523, -385.7994
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path_end = loop
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; sleep barrack 4 (stand)
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[logic@esc_3_16_xcvb_night_8]
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active = beh@night_8
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suitable = {!surge_started =is_night} true
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prior = 53
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[beh@night_8]:beh@general
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pt1 = 20000, smoking_stand | pos: -121.1, -29.032, -380.8 look: -119.5114, -30.0507, -375.8038
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path_end = loop
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meet = meet@general
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help_wounded_enabled = true
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; patrol all btr area
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[logic@esc_3_16_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 = walker_3_walk
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; sleep barrack 5 (sleep_sit)
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[logic@esc_3_16_xcvb_night_10]
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active = beh@night_10
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suitable = {!surge_started =is_night} true
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prior = 52
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[beh@night_10]:beh@general
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pt1 = 20000, drunk_sit_ass | pos: -126, -29.0266, -375.2 look: -122.9729, -30.0513, -375.1473
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path_end = loop
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; small patrol inside the house near entrance
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[logic@esc_3_16_xcvb_night_11]
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active = walker@night_11
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suitable = {!surge_started =is_night} true
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prior = 51
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[walker@night_11]
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path_walk = walker_1_walk
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; small patrol base
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[logic@esc_3_16_xcvb_night_12]
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active = walker@night_12
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suitable = {!surge_started =is_night} true
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prior = 51
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[walker@night_12]
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path_walk = guard_3_walk |