Divergent/mods/New Levels/gamedata/configs/scripts/redemption_task_3_monolith.ltx

169 lines
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[remark@general]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = true
meet = no_meet
wounded = wounded@no_wound
use_camp = false
turn_on_campfire = false
invulnerable = true
[beh@general]:remark@general
behavior_state = beh_move
target = waypoint
[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
[logic]
suitable = {=check_npc_name(redemption_task_3_monolith)} true
active = beh@mono_general
prior = 59
[beh@mono_general]:beh@general, remark@general
on_info = {=check_npc_name(redemption_task_3_monolith_1)} remark@mono_1_wait, {=check_npc_name(redemption_task_3_monolith_2)} remark@mono_2_wait, {=check_npc_name(redemption_task_3_monolith_3)} remark@mono_3_wait
[remark@mono_1_wait]:remark@general
anim = threat_na
target = story | actor
on_timer = 1200 | %=redemption_play_snd(characters_voice\human\monolith_3\fight\fire\fire_4)% remark@mono_1_wait_2
[remark@mono_1_wait_2]:remark@general
anim = threat_na
target = story | actor
on_timer = 1300 | remark@mono_shoot_actor_1
[remark@mono_shoot_actor_1]:remark@general
anim = threat_fire
target = story | actor
on_timer = 250 | %=redemption_effects(anm:head_shot:7771:false) =redemption_effects(ppe:redemption_3_fade_nine_sec:7772:false) =redemption_effects(ppe:bloody:7773:true) +redemption_3_actor_invul% remark@mono_1_shoot_actor_2
[remark@mono_1_shoot_actor_2]:remark@general
anim = threat_fire
target = story | actor
on_timer = 850 | remark@mono_1_shoot_hare
[remark@mono_1_shoot_hare]:remark@general
anim = threat_fire
target = story | redemption_task_3_hare
on_timer = 1100 | %=redemption_3_lay_down() =redemption_effects(anm:redemption_3_lay:7774:false) =redemption_3_draw_wallmarks()% beh@mono_1_walk
[beh@mono_1_walk]:beh@general, remark@general
walk_anim = patrol
pt1 = 50000, guard | pos: 269.2, -22.08, -258.45 look: 269.35, -22.08, -259.385
on_info = {+redemption_3_illeon_shootout} remark@mono_1_look_illeon
[remark@mono_1_look_illeon]:remark@general
anim = threat_na
target = story | redemption_task_3_illeon
on_timer = 1500 | remark@mono_1_shoot_illeon
[remark@mono_1_shoot_illeon]:remark@general
anim = threat_fire
target = story | redemption_task_3_illeon
on_timer = 8000 | beh@mono_1_flee
[beh@mono_1_flee]:beh@general, remark@general
walk_dist = 0
jog_dist = 100
jog_anim = assault
pt1 = 4500, guard | pos: 297.93, -21.7, -224.44 look: 297.05, -21.7, -223.96
path_end = %=redemption_effects(ppe:redemption_3_fade_nine_sec:7775:false)% beh@mono_1_stop
[beh@mono_1_stop]:beh@general, remark@general
pt1 = 4500, guard | pos: 297.93, -21.7, -224.44 look: 297.05, -21.7, -223.96
path_end = loop
[remark@mono_2_wait]:remark@general
anim = threat_na
target = story | redemption_task_3_hare
on_timer = 3000 | remark@mono_2_shoot_hare
[remark@mono_2_shoot_hare]:remark@general
anim = threat_fire
target = story | redemption_task_3_hare
on_timer = 1300 | remark@mono_2_shoot_actor
[remark@mono_2_shoot_actor]:remark@general
anim = threat_sniper_fire
target = story | actor
on_timer = 1300 | beh@mono_2_search
[beh@mono_2_search]:beh@general, remark@general
walk_dist = 8
jog_dist = 100
walk_anim = walk
jog_anim = assault
pt1 = 4000, hide_no_wpn | pos: 270.475, -22.21, -265.03 look: 264.292, -22.035, -267.174
pt2 = 4000, hide_no_wpn | pos: 271.275, -22.371, -264.5293 look: 273.275, -22.371, -264
pt3 = 100, guard | pos: 270.825, -22.371, -266.03 look: 269.2, -21.08, -258.45
path_end = remark@mono_2_init_talk
[remark@mono_2_init_talk]:remark@general
anim = guard
target = story | redemption_task_3_monolith_1
on_timer = 1500 | %=redemption_3_monolith_talk% remark@mono_2_talk
[remark@mono_2_talk]:remark@general
anim = guard
target = story | redemption_task_3_monolith_1
on_timer = 7000 | remark@mono_2_init_execute_hare
[remark@mono_2_init_execute_hare]:remark@general
anim = threat_na
target = story | redemption_task_3_hare
on_timer = 2000 | remark@mono_2_execute_hare
[remark@mono_2_execute_hare]:remark@general
anim = threat_fire
target = story | redemption_task_3_hare
on_timer = 1250 | %=kill_npc(redemption_task_3_hare) =redemption_3_spawn_illeon()% remark@mono_2_init_execute_actor
[remark@mono_2_init_execute_actor]:remark@general
anim = threat_na
target = story | actor
invulnerable = false
[remark@mono_3_wait]:remark@general
anim = threat_na
target = story | actor
on_timer = 3000 | remark@mono_3_shoot_actor
[remark@mono_3_shoot_actor]:remark@general
anim = threat_fire
target = story | actor
on_timer = 1200 | remark@mono_3_shoot_hare
[remark@mono_3_shoot_hare]:remark@general
anim = threat_sniper_fire
target = story | redemption_task_3_hare
on_timer = 1800 | %+redemption_3_hare_wounded% beh@mono_3_walk
[beh@mono_3_walk]:beh@general, remark@general
walk_dist = 20
jog_dist = 100
walk_anim = patrol
jog_anim = assault
pt1 = 50000, guard | pos: 264.1, -22.09, -262.68 look: 265, -22.1, -263.07
on_info = {+redemption_3_illeon_shootout} remark@mono_3_look_illeon
[remark@mono_3_look_illeon]:remark@general
anim = threat_na
target = story | redemption_task_3_illeon
on_timer = 2200 | %=redemption_play_snd(characters_voice\human\monolith_3\fight\enemy\enemy_1)% remark@mono_3_shoot_illeon
[remark@mono_3_shoot_illeon]:remark@general
anim = hide_fire
target = story | redemption_task_3_illeon
invulnerable = false