Divergent/mods/New Levels/gamedata/configs/scripts/redemption_task_3_illeon.ltx

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