Divergent/mods/New Levels/gamedata/configs/scripts/redemption_task_2_bandit.ltx

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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 = meet@general
wounded = wounded@no_wound
use_camp = false
path_end = loop
turn_on_campfire = false
on_info = {+redemption_2_bandit_break_dialogue} beh@redemption_bandit_walk_away
[meet@general]
close_anim = nil
close_victim = nil
far_anim = hello
far_victim = nil
close_distance = 0
far_distance = 50
use = {=dist_to_actor_le(3)} true, false
snd_on_use = {!dist_to_actor_le(3)} nil
meet_on_talking = false
trade_enable = false
[wounded@no_wound]
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
[meet@walk_away]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
use = {=dist_to_actor_le(3)} true, false
snd_on_use = {!dist_to_actor_le(3)} nil
meet_on_talking = false
trade_enable = false
[logic]
suitable = {!surge_started =check_npc_name(redemption_task_2_bandit) +redemption_2_stage_2} true
active = beh@redemption_bandit
prior = 59
[beh@redemption_bandit]:beh@general
pt1 = 20000, guard | pos: -317.5, 18.85, -85.3 look: -315.4, 18.2, -75.6
[beh@redemption_bandit_walk_away]:beh@general
meet = meet@walk_away
pt1 = 1000, guard | pos: -317.4, 20.63, -312.5 look: -317.2, 19.9, -322.4