Divergent/mods/Redone Collection/gamedata/configs/scripts/escape/mod_esc_smart_terrain_3_16_...

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![logic@esc_smart_terrain_3_16_camp_work_1]
on_death = death@soldier_1
[death@soldier_1]
on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)%
![logic@esc_smart_terrain_3_16_camp_work_2]
on_death = death@soldier_2
[death@soldier_2]
on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)%
![logic@esc_smart_terrain_3_16_camp_work_3]
on_death = death@soldier_3
[death@soldier_3]
on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)%
![logic@esc_smart_terrain_3_16_camp_work_4]
on_death = death@soldier_4
[death@soldier_4]
on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)%
![logic@esc_smart_terrain_3_16_camp_work_5]
on_death = death@soldier_5
[death@soldier_5]
on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)%
[logic@esc_smart_terrain_3_16_camp_work_6]
active = beh@esc_smart_terrain_3_16_camp_work_6
suitable = {!surge_started} true
prior = 45
on_death = death@soldier_6
[death@soldier_6]
on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)%
[logic@esc_smart_terrain_3_16_camp_work_7]
active = beh@esc_smart_terrain_3_16_camp_work_7
suitable = {!surge_started} true
prior = 45
on_death = death@soldier_7
[death@soldier_7]
on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)%
[logic@esc_smart_terrain_3_16_camp_work_8]
active = beh@esc_smart_terrain_3_16_camp_work_8
suitable = {!surge_started} true
prior = 45
on_death = death@soldier_8
[death@soldier_8]
on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)%
[logic@esc_smart_terrain_3_16_camp_work_9]
active = beh@esc_smart_terrain_3_16_camp_work_9
suitable = {!surge_started} true
prior = 45
on_death = death@soldier_9
[death@soldier_9]
on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)%
[logic@esc_smart_terrain_3_16_camp_work_10]
active = beh@esc_smart_terrain_3_16_camp_work_10
suitable = {!surge_started} true
prior = 45
on_death = death@soldier_10
[death@soldier_10]
on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)%
[beh@general_work]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
walk_anim = patrol
jog_anim = assault
run_anim = assault
delay_anim = guard
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
turn_on_campfire = true
gather_items_enabled = false
help_wounded_enabled = true
corpse_detection_enabled = true
invulnerable = {!actor_true_enemy} true, false
meet = meet
danger = danger
[meet]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
close_snd_distance = 3
abuse = false
use = {=actor_enemy} false, true
allow_break = false
meet_on_talking = true
trade_enable = false
[danger]
danger_expiration_time = 30000
danger_inertion_time_grenade = 90000
danger_inertion_time_hit = 90000
danger_inertion_time_sound = 90000
danger_inertion_time_ricochet = 90000
[beh@esc_smart_terrain_3_16_camp_work_6]:beh@general_work
pt1 = 88860000, sit_ass | pos: -122.15475463867, -30.051349639893, -383.92443847656 look: -120.48983764648, -29.747680664062, -384.61486816406
path_end = loop
[beh@esc_smart_terrain_3_16_camp_work_7]:beh@general_work
pt1 = 88860000, sit_ass | pos: -121.94188690186, -30.051347732544, -385.97399902344 look: -120.33186340332, -29.629438400269, -384.27127075195
path_end = loop
[beh@esc_smart_terrain_3_16_camp_work_8]:beh@general_work
pt1 = 88860000, sit_ass | pos: -110.72119903564, -30.200836181641, -357.86309814453 look: -112.22673034668, -30.023263931274, -359.36572265625
path_end = loop
[beh@esc_smart_terrain_3_16_camp_work_9]:beh@general_work
pt1 = 88860000, sit_ass | pos: -111.23129272461, -30.315315246582, -361.46115112305 look: -112.42178344727, -30.041728973389, -359.55014038086
path_end = loop
[beh@esc_smart_terrain_3_16_camp_work_10]:beh@general_work
pt1 = 88860000, idle | pos: -114.02665710449, -30.389665603638, -360.05572509766 look: -112.38818359375, -30.020149230957, -359.41442871094
path_end = loop