Divergent/mods/Semi-Radiant AI/gamedata/configs/scripts/marsh/mar_smart_terrain_3_3_smart...

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[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
; =======================
; ------------- DAY ---------------
; =======================
; guard entrance
[logic@mar_3_3_xcvb_day_1]
active = walker@day_1
suitable = {!surge_started !is_night} true
prior = 59
[walker@day_1]
path_walk = guard_1_walk
path_look = guard_1_look
; patrol far
[logic@mar_3_3_xcvb_day_2]
active = walker@day_2
suitable = {!surge_started !is_night} true
prior = 58
[walker@day_2]
path_walk = walker_2_walk
path_look = walker_2_look
; campfire 1
[logic@mar_3_3_xcvb_day_3]
active = animpoint@day_3
suitable = {!surge_started !is_night} true
prior = 57
[animpoint@day_3]
cover_name = mar_smart_terrain_3_3_animpoint_kamp1
use_camp = true
turn_on_campfire = true
; patrol house
[logic@mar_3_3_xcvb_day_4]
active = beh@day_4
suitable = {!surge_started !is_night} true
prior = 57
[beh@day_4]:beh@general
pt1 = 40000, guard | pos: -175.7, 3.4362, 413.7 look: -175.9672, 2.4518, 409.1617
pt2 = 40000, guard | pos: -168, 3.5232, 413.7 look: -168.2749, 2.4663, 409.579
path_end = loop
gather_items_enabled = true
help_wounded_enabled = true
corpse_detection_enabled = true
meet = meet@general
wait_anim = guard
walk_anim = patrol
; campfire 2
[logic@mar_3_3_xcvb_day_5]
active = animpoint@day_5
suitable = {!surge_started !is_night} true
prior = 56
[animpoint@day_5]
cover_name = mar_smart_terrain_3_3_animpoint_kamp3
use_camp = true
turn_on_campfire = true
; commander stand
[logic@mar_3_3_xcvb_day_6]
active = walker@day_6
suitable = {!surge_started !is_night} true
prior = 56
[walker@day_6]
path_walk = comander_walk
path_look = comander_look
def_state_standing = smoking_stand
; patrol entrance
[logic@mar_3_3_xcvb_day_7]
active = walker@day_7
suitable = {!surge_started !is_night} true
prior = 55
[walker@day_7]
path_walk = walker_0_walk
path_look = walker_0_look
; patrol campfire
[logic@mar_3_3_xcvb_day_8]
active = walker@day_8
suitable = {!surge_started !is_night} true
prior = 54
[walker@day_8]
path_walk = walker_3_walk
path_look = walker_3_look
; campfire 3
[logic@mar_3_3_xcvb_day_9]
active = animpoint@day_9
suitable = {!surge_started !is_night} true
prior = 53
[animpoint@day_9]
cover_name = mar_smart_terrain_3_3_animpoint_kamp2
use_camp = true
turn_on_campfire = true
; campfire 4
[logic@mar_3_3_xcvb_day_10]
active = animpoint@day_10
suitable = {!surge_started !is_night} true
prior = 53
[animpoint@day_10]
cover_name = mar_smart_terrain_3_3_animpoint_kamp4
use_camp = true
turn_on_campfire = true
; campfire 5
[logic@mar_3_3_xcvb_day_11]
active = animpoint@day_11
suitable = {!surge_started !is_night} true
prior = 53
[animpoint@day_11]
cover_name = mar_smart_terrain_3_3_animpoint_kamp5
use_camp = true
turn_on_campfire = true
; =======================
; ------------ NIGHT -------------
; =======================
; guard entrance
[logic@mar_3_3_xcvb_night_1]
active = walker@night_1
suitable = {!surge_started =is_night} true
prior = 59
[walker@night_1]
path_walk = guard_1_walk
path_look = guard_1_look
; patrol house
[logic@mar_3_3_xcvb_night_2]
active = beh@night_2
suitable = {!surge_started =is_night} true
prior = 59
[beh@night_2]:beh@general
pt1 = 40000, guard | pos: -175.7, 3.4362, 413.7 look: -175.9672, 2.4518, 409.1617
pt2 = 40000, guard | pos: -168, 3.5232, 413.7 look: -168.2749, 2.4663, 409.579
path_end = loop
gather_items_enabled = true
help_wounded_enabled = true
corpse_detection_enabled = true
meet = meet@general
wait_anim = guard
walk_anim = patrol
; sleep 1
[logic@mar_3_3_xcvb_night_3]
active = beh@night_3
suitable = {!surge_started =is_night} true
prior = 58
[beh@night_3]:beh@general
pt1 = 30000, sleep | pos: -178.5, 5.5073, 420 look: -178.1389, 2.4183, 416.9119
path_end = loop
; sleep 2
[logic@mar_3_3_xcvb_night_4]
active = beh@night_4
suitable = {!surge_started =is_night} true
prior = 58
[beh@night_4]:beh@general
pt1 = 30000, drunk_sit_ass | pos: -178.5, 3.4638, 418.6 look: -177.4529, 2.4703, 415.633
path_end = loop
turn_on_campfire = true
; sleep 3
[logic@mar_3_3_xcvb_night_5]
active = beh@night_5
suitable = {!surge_started =is_night} true
prior = 57
[beh@night_5]:beh@general
pt1 = 30000, sleep | pos: -172.2, 3.5073, 416.5 look: -172.3066, 2.4025, 420.0448
path_end = loop
; patrol far
[logic@mar_3_3_xcvb_night_6]
active = walker@night_6
suitable = {!surge_started =is_night} true
prior = 56
[walker@night_6]
path_walk = walker_2_walk
path_look = walker_2_look
; sleep 4
[logic@mar_3_3_xcvb_night_7]
active = beh@night_7
suitable = {!surge_started =is_night} true
prior = 55
[beh@night_7]:beh@general
pt1 = 30000, sleep | pos: -171.5, 3.4399, 420 look: -171.6276, 2.4299, 416.8643
path_end = loop