103 lines
3.7 KiB
TeX
103 lines
3.7 KiB
TeX
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[remark@general]
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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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combat_ignore_cond = {=check_enemy_name(actor)} true, {=check_enemy_name(redemption_task_3_monolith)} true
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use_camp = false
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turn_on_campfire = false
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meet = no_meet
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wounded = wounded@no_wound
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invulnerable = true
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[beh@general]:remark@general
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behavior_state = beh_move
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target = waypoint
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path_end = loop
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[meet@general]
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close_anim = wait
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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 = {=dist_to_actor_le(6)} self, false
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snd_on_use = {!dist_to_actor_le(6)} nil
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allow_break = false
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trade_enable = false
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meet_dialog = redemption_storyline_3_3
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[wounded@no_wound]
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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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[logic]
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suitable = {=check_npc_name(redemption_task_3_illeon)} true
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active = remark@illeon_wait
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prior = 59
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[remark@illeon_wait]:remark@general
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anim = threat_na
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target = story | redemption_task_3_monolith_2
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on_timer = 1250 | remark@illeon_kill_1
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[remark@illeon_kill_1]:remark@general
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anim = threat_sniper_fire
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target = story | redemption_task_3_monolith_2
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on_timer = 1000 | %=redemption_hit_obj(redemption_task_3_monolith_2:bip01_head:5:30:redemption_task_3_illeon) +redemption_3_illeon_shootout% remark@illeon_kill_2
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[remark@illeon_kill_2]:remark@general
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anim = threat_sniper_fire
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target = story | redemption_task_3_monolith_3
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on_timer = 6000 | %=redemption_hit_obj(redemption_task_3_monolith_3:bip01_pelvis:5:30:redemption_task_3_illeon)% remark@illeon_keep_shoot
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[remark@illeon_keep_shoot]:remark@general
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anim = threat_sniper_fire
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target = story | redemption_task_3_monolith_1
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on_timer = 8000 | beh@illeon_come
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[beh@illeon_come]:beh@general, remark@general
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walk_dist = 15
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jog_dist = 100
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walk_anim = patrol
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jog_anim = assault
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pt1 = 1, guard | pos: 271.275, -22.371, -264.5293 look: 273.275, -22.371, -264
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path_end = %=redemption_effects(ppe:fade_in:7776:false)% beh@illeon_fade
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[beh@illeon_fade]:beh@general, remark@general
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walk_dist = 100
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jog_dist = 0
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walk_anim = patrol
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pt1 = 2500, guard | pos: 271.275, -22.371, -264.5293 look: 273.275, -22.371, -264
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path_end = %=redemption_effects(ppe:black_infinite_2:7777:true) =redemption_3_release_bodies() =redemption_3_teleport_to_subway() =redemption_effects(anm:redemption_3_lay:7778:false)% beh@illeon_teleport
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[beh@illeon_teleport]:beh@general, remark@general
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walk_dist = 15
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walk_anim = walk
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pt1 = 4500, sit_ass | pos: 523.263, -28.24, 147.10 look: 521.2, -28.19, 149.718
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path_end = %=redemption_3_illeon_talk()% beh@illeon_talk
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[beh@illeon_talk]:beh@general, remark@general
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pt1 = 20500, sit_ass | pos: 523.263, -28.24, 147.10 look: 521.2, -28.19, 149.718
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path_end = %=redemption_effects(ppe:redemption_3_fade_nine_sec:7779:false)% beh@illeon_fade_2
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[beh@illeon_fade_2]:beh@general, remark@general
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pt1 = 1500, sit_ass | pos: 523.263, -28.24, 147.10 look: 521.2, -28.19, 149.718
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path_end = %=redemption_3_change_time()% beh@illeon_wake_up
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[beh@illeon_wake_up]:beh@general, remark@general
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pt1 = 4000, wait | pos: 523.263, -28.24, 147.10 look: 521.2, -28.19, 149.718
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path_end = %=redemption_3_remove_effectors()% beh@illeon_input
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[beh@illeon_input]:beh@general, remark@general
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pt1 = 7000, wait | pos: 523.263, -28.24, 147.10 look: 521.2, -28.19, 149.718
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path_end = %=redemption_3_enable_input()% beh@illeon_real_talk
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[beh@illeon_real_talk]:beh@general, remark@general
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meet = meet@general
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pt1 = 250, wait | pos: 523.263, -28.24, 147.10 look: 521.2, -28.19, 149.718
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path_end = loop |