151 lines
7.6 KiB
TeX
151 lines
7.6 KiB
TeX
[logic]
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active = beh@base
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post_combat_time = 0,0
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trade = items\trade\trade_companion.ltx
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level_spot = companion
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;======================
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; default logic
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;======================
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[beh@general_no_companion]
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sound_idle = state
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behavior_state = beh_wait
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target = {=check_squad_name(hostage_companion_task_1)} task_target_hostage, waypoint
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walk_dist = 100
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jog_dist = 220
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wait_anim = {=check_squad_name(hostage_companion_task_1)} prisoner, {=is_wounded} wounded, guard
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walk_anim = patrol
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jog_anim = patrol
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run_anim = panic
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delay_anim = guard
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meet = meet
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combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true
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combat_ignore_keep_when_attacked = true
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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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use_camp = false
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invulnerable = true
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[beh@general]
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combat_ignore_keep_when_attacked = true
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combat_ignore_cond = {=check_enemy_name(actor)} true, {-npcx_beh_ignore_combat -npcx_beh_ignore_actor_enemies} false, {+npcx_beh_ignore_combat +npcx_beh_ignore_actor_enemies} true, {+npcx_beh_ignore_combat -npcx_beh_ignore_actor_enemies =is_enemy_fighting_actor} false, true
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meet = meet
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gather_items_enabled = {+npcx_beh_gather_items}true, false
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corpse_detection_enabled = {+npcx_beh_loot_corpses} true, false
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actor_dialogs = actor_dialogs
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behavior_state = {=surge_started} beh_move, {+npcx_beh_relax} beh_wait, {+npcx_beh_wait} beh_wait, beh_move
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target = {=surge_started} waypoint, {+npcx_beh_relax} waypoint, {!is_squad_commander} commander, actor
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use_camp = {+npcx_beh_relax} true, false
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walk_dist = {+npcx_beh_patrol_mode} 60, {=surge_started} 4, {+npcx_beh_relax} 8, 4
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jog_dist = {+npcx_beh_patrol_mode} 120, {=surge_started} 8, {+npcx_beh_relax} 16, 8
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run_dist = {+npcx_beh_patrol_mode} 240, {=surge_started} 32, {+npcx_beh_relax} 64, 90
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keep_distance = {+npcx_beh_distance_far} far, near
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near_desired_dist = {+npcx_beh_patrol_mode =is_squad_commander} 1, {!is_squad_commander} 5, 2
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far_desired_dist = {+npcx_beh_patrol_mode =is_squad_commander} 1, {!is_squad_commander} 5, 8
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wait_anim = {=is_wounded} wounded, {+npcx_beh_substate_stealth} hide, guard
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walk_anim = {=is_wounded} wounded, {+npcx_beh_patrol_mode -npcx_beh_substate_stealth} patrol,{+npcx_beh_substate_stealth} sneak, patrol
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jog_anim = {=is_wounded} wounded, {+npcx_beh_substate_stealth} sneak_run, rush
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run_anim = {=is_wounded} wounded, {+npcx_beh_substate_stealth} panic, panic
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sprint_anim = {=is_wounded} wounded, {+npcx_beh_substate_stealth} panic, panic
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delay_anim = {=is_wounded} wounded, {+npcx_beh_substate_stealth} hide, guard
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;out_restr = zat_a2_sr_noweap, jup_a6_sr_noweap, jup_b41_sr_noweap, bar_old_arena, bar_arena
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[meet]
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;reset_distance = 2
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abuse = false
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use = {=is_wounded} true, {!is_squad_commander} false, {=dist_to_actor_le(4)} true, false
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snd_on_use = {!is_squad_commander} meet_use_no_talk_leader
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close_distance = {=is_wounded} 1, {+npcx_beh_relax} 0, {!is_squad_commander} 0, 2
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close_anim = {=is_wounded} nil, {+npcx_beh_relax} nil, {!is_squad_commander} nil, {+npcx_beh_substate_stealth -npcx_beh_substate_relax} hide_no_wpn, guard_na
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close_snd_hello = nil
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close_snd_bye = nil
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close_victim = {=is_wounded} nil, {!is_squad_commander} nil, actor
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far_distance = 0
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far_anim = nil
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far_snd = nil
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far_victim = nil
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allow_break = true
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use_text = nil
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; trade_enable = {=is_wounded} false, true
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trade_enable = false
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meet_dialog = {=is_wounded} axr_companion_medkit, nil
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[actor_dialogs]
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disable = dm_ordered_task_dialog, dm_traveler_dialog, dm_actor_become_guide_to_companion_dialog, dm_universal_dialog, about_quests_dialog_dolg, about_quests_dialog_freedom, about_quests_dialog_bandit, about_quests_dialog_stalkers
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;===============================================
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; active sections
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;===============================================
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[beh@base]:beh@general
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on_info1 = {=check_squad_name(ecolog_companion_task_1)} beh@ecolog_companion_task_1, {=check_squad_name(ecolog_companion_task_2)} beh@ecolog_companion_task_2, {=check_squad_name(yan_ecolog_semenov_squad)} beh@yan_ecolog_semenov_task_1
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on_info2 = {=check_squad_name(bandit_companion_task_1)} beh@bandit_companion_task_1
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on_info3 = {=check_squad_name(hostage_companion_task_1)} beh@hostage_1
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;on_info4 = beh@general ;IMPORTANT: not a special task squad so use general section; Make sure it's always the last LINE in this section
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[meet@ecolog_companion_task_1]:meet
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meet_dialog = {=is_wounded} axr_companion_medkit, {=check_smart_dist_le(40:mar_smart_terrain_base)} ecolog_companion_task_1_dialog, nil
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[meet@ecolog_companion_task_2]:meet
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meet_dialog = {=is_wounded} axr_companion_medkit, {=check_smart_dist_le(40:jup_b41)} ecolog_companion_task_2_dialog, nil
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[beh@ecolog_companion_task_1]:beh@general
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meet = meet@ecolog_companion_task_1
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on_info1 = {=dist_to_task_target_anomaly_le(15)} beh@task_target_anomaly_1, {=squad_commander_active_section(beh@task_target_anomaly_1)} beh@task_target_anomaly_1
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on_info2 = {-ecolog_companion_task_1_force_started =dist_to_actor_le(3)} %+ecolog_companion_task_1_force_started =force_talk(true)%
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on_info3 = {=check_squad_name(ecolog_companion_task_2)} beh@ecolog_companion_task_2
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[beh@ecolog_companion_task_2]:beh@general
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meet = meet@ecolog_companion_task_2
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on_info1 = {=dist_to_task_target_anomaly_le(15)} beh@task_target_anomaly_1, {=squad_commander_active_section(beh@task_target_anomaly_1)} beh@task_target_anomaly_1
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on_info2 = {-ecolog_companion_task_2_force_started =dist_to_actor_le(3)} %+ecolog_companion_task_2_force_started =force_talk(true)%
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on_info3 = {=check_squad_name(ecolog_companion_task_1)} beh@ecolog_companion_task_1
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[beh@yan_ecolog_semenov_task_1]:beh@general
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mutant_corpse_analysis = {=is_squad_commander =check_task_stage(yan_ecolog_semenov_task_1:0)} true
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[meet@bandit_companion_task_1]:meet
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meet_dialog = {=is_wounded} axr_companion_medkit, bandit_companion_task_1_dialog
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;TODO: Add logic to rob stalkers
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[beh@bandit_companion_task_1]:beh@general
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meet = meet@bandit_companion_task_1
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;on_info1 =
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on_info2 = {-bandit_companion_task_1_force_started =dist_to_actor_le(3)} %+bandit_companion_task_1_force_started =force_talk(true)%
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corpse_detection_enabled = true
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;====================================================================
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; special scenario active sections
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;====================================================================
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[meet@hostage_companion_task_1]:meet
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meet_dialog = {=is_wounded} axr_companion_medkit, hostage_companion_task_1_dialog
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meet_on_talking = false
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[beh@hostage_1]:beh@general_no_companion
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target = task_target_hostage
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wait_anim = prisoner
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combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true
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combat_ignore_keep_when_attacked = true
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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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enemy_ignore_cond = true
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on_info1 = {+hostage_companion_task_1_hostage_rescued} beh@hostage_companion_task_1
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meet = meet@hostage_companion_task_1
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[beh@hostage_companion_task_1]:beh@general
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[beh@task_target_anomaly_1]:beh@general_no_companion
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target = task_target_anomaly
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wait_anim = scaner_crouch
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on_info1 = {=is_squad_commander} beh@task_target_anomaly_2 %=play_sound(jup_b6_stalker_1_first_measurement_begin)%
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on_info2 = {!has_task_target_anomaly =check_squad_name(ecolog_companion_task_1)} beh@ecolog_companion_task_1, {!has_task_target_anomaly =check_squad_name(ecolog_companion_task_2)} beh@ecolog_companion_task_2
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[beh@task_target_anomaly_2]:beh@general_no_companion
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target = task_target_anomaly
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wait_anim = scaner_crouch
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on_game_timer = 900 | beh@task_target_anomaly_3 %=reset_task_target_anomaly =play_sound(jup_b6_stalker_1_measurements_done)%
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[beh@task_target_anomaly_3]
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on_info = {=check_squad_name(ecolog_companion_task_2)} beh@ecolog_companion_task_2, beh@ecolog_companion_task_1 |