260 lines
5.3 KiB
TeX
260 lines
5.3 KiB
TeX
[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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; =======================
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; ------------- DAY ---------------
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; =======================
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; guard entrance
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[logic@mar_3_3_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_1_walk
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path_look = guard_1_look
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; patrol far
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[logic@mar_3_3_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 = walker_2_walk
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path_look = walker_2_look
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; campfire 1
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[logic@mar_3_3_xcvb_day_3]
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active = animpoint@day_3
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suitable = {!surge_started !is_night} true
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prior = 57
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[animpoint@day_3]
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cover_name = mar_smart_terrain_3_3_animpoint_kamp1
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use_camp = true
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turn_on_campfire = true
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; patrol house
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[logic@mar_3_3_xcvb_day_4]
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active = beh@day_4
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suitable = {!surge_started !is_night} true
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prior = 57
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[beh@day_4]:beh@general
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pt1 = 40000, guard | pos: -175.7, 3.4362, 413.7 look: -175.9672, 2.4518, 409.1617
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pt2 = 40000, guard | pos: -168, 3.5232, 413.7 look: -168.2749, 2.4663, 409.579
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path_end = loop
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gather_items_enabled = true
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help_wounded_enabled = true
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corpse_detection_enabled = true
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meet = meet@general
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wait_anim = guard
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walk_anim = patrol
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; campfire 2
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[logic@mar_3_3_xcvb_day_5]
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active = animpoint@day_5
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suitable = {!surge_started !is_night} true
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prior = 56
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[animpoint@day_5]
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cover_name = mar_smart_terrain_3_3_animpoint_kamp3
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use_camp = true
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turn_on_campfire = true
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; commander stand
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[logic@mar_3_3_xcvb_day_6]
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active = walker@day_6
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suitable = {!surge_started !is_night} true
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prior = 56
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[walker@day_6]
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path_walk = comander_walk
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path_look = comander_look
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def_state_standing = smoking_stand
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; patrol entrance
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[logic@mar_3_3_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 = 55
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[walker@day_7]
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path_walk = walker_0_walk
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path_look = walker_0_look
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; patrol campfire
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[logic@mar_3_3_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 = 54
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[walker@day_8]
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path_walk = walker_3_walk
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path_look = walker_3_look
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; campfire 3
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[logic@mar_3_3_xcvb_day_9]
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active = animpoint@day_9
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suitable = {!surge_started !is_night} true
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prior = 53
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[animpoint@day_9]
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cover_name = mar_smart_terrain_3_3_animpoint_kamp2
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use_camp = true
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turn_on_campfire = true
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; campfire 4
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[logic@mar_3_3_xcvb_day_10]
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active = animpoint@day_10
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suitable = {!surge_started !is_night} true
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prior = 53
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[animpoint@day_10]
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cover_name = mar_smart_terrain_3_3_animpoint_kamp4
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use_camp = true
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turn_on_campfire = true
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; campfire 5
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[logic@mar_3_3_xcvb_day_11]
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active = animpoint@day_11
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suitable = {!surge_started !is_night} true
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prior = 53
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[animpoint@day_11]
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cover_name = mar_smart_terrain_3_3_animpoint_kamp5
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use_camp = true
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turn_on_campfire = true
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; =======================
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; ------------ NIGHT -------------
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; =======================
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; guard entrance
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[logic@mar_3_3_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_1_walk
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path_look = guard_1_look
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; patrol house
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[logic@mar_3_3_xcvb_night_2]
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active = beh@night_2
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suitable = {!surge_started =is_night} true
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prior = 59
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[beh@night_2]:beh@general
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pt1 = 40000, guard | pos: -175.7, 3.4362, 413.7 look: -175.9672, 2.4518, 409.1617
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pt2 = 40000, guard | pos: -168, 3.5232, 413.7 look: -168.2749, 2.4663, 409.579
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path_end = loop
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gather_items_enabled = true
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help_wounded_enabled = true
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corpse_detection_enabled = true
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meet = meet@general
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wait_anim = guard
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walk_anim = patrol
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; sleep 1
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[logic@mar_3_3_xcvb_night_3]
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active = beh@night_3
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suitable = {!surge_started =is_night} true
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prior = 58
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[beh@night_3]:beh@general
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pt1 = 30000, sleep | pos: -178.5, 5.5073, 420 look: -178.1389, 2.4183, 416.9119
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path_end = loop
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; sleep 2
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[logic@mar_3_3_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 = 58
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[beh@night_4]:beh@general
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pt1 = 30000, drunk_sit_ass | pos: -178.5, 3.4638, 418.6 look: -177.4529, 2.4703, 415.633
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path_end = loop
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turn_on_campfire = true
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; sleep 3
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[logic@mar_3_3_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 = 57
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[beh@night_5]:beh@general
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pt1 = 30000, sleep | pos: -172.2, 3.5073, 416.5 look: -172.3066, 2.4025, 420.0448
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path_end = loop
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; patrol far
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[logic@mar_3_3_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 = 56
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[walker@night_6]
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path_walk = walker_2_walk
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path_look = walker_2_look
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; sleep 4
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[logic@mar_3_3_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 = 55
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[beh@night_7]:beh@general
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pt1 = 30000, sleep | pos: -171.5, 3.4399, 420 look: -171.6276, 2.4299, 416.8643
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path_end = loop |