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DutyStalker666's new logic

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Jul 7th, 2012
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  1. [logic]
  2. active = camper@start
  3. meet = meet
  4. combat_ignore = if_this_section_is_present_it_means_you_can_customize_it
  5. on_death = this_is_what_happens_when_he_dies;;this section is present in the end of this file. Keep it.
  6.  
  7. [if_this_section_is_present_it_means_you_can_customize_it]
  8. ;THIS IS USED THIS WAY... LITERALLY.
  9. ;WHEN I SAY 'CUSTOMIZE'... I MEAN IN THE NEXT MODULES YOU CAN CALL IT WITH THE CODE: 'combat_ignore_cond ='
  10.  
  11. [smart_terrains]
  12. none = true
  13.  
  14. [camper@start]
  15. wounded = wounded@test
  16. path_walk = esc_stalker_camp_esc_wounded_fox_walk;THIS IS CORRECT NOW... use it.
  17. path_look = esc_stalker_camp_esc_wounded_fox_look;DO THE SAME HERE... just use it.
  18. def_state_moving = walk
  19. def_state_standing = guard;This anim is called by the look path itself... KEEP IT.
  20. def_state_campering_fire = threat
  21. combat_ignore_cond = {=fighting_actor =fighting_dist_ge(25)};Aha... see? Now we can use this.
  22. danger = this_is_his_danger_section
  23. meet = no_meet
  24. on_info = {+escape_fox_heal} remark@if_fox_is_ok
  25. on_info2 = {+esc_dogs_return} remark@if_fox_is_dead;IF fox dies... 'esc_dogs_return' is the correct info.
  26.  
  27. [dont_spawn_character_supplies]
  28.  
  29. [Spawn]
  30. wpn_pkm
  31. ammo_7.62x54r = 300
  32. wpn_vintorez;LOL
  33. ammo_9x39_pab9 = 7
  34. medkit = 4
  35. Bandage = 12
  36. device_torch
  37. grenade_f1 = 1
  38. guitar_a;;;;;later he might use it in the 'Kamp' Module.
  39.  
  40. [remark@if_fox_is_ok]
  41. wounded = wounded@test
  42. no_move = true
  43. anim = press;USE this one... it's very cool
  44. target = actor;OR you can replace it by fox id number... '5'. So use 'actor' OR '5'
  45. snd = story_reac_laughter;That's a 'HAPPY SOUND' kinda...
  46. combat_ignore_cond = {=fighting_actor =fighting_dist_ge(25)};See? now we can use it again.
  47. danger = this_is_his_danger_section
  48. meet = no_meet
  49. on_signal = sound_end | kamp@last_code
  50. on_info = {+esc_dogs_return} remark@if_fox_is_dead; Because fox might die, when 'happy sound' is still playing, right?
  51.  
  52. [remark@if_fox_is_dead]
  53. wounded = wounded@test
  54. no_move = true
  55. anim = sit_knee
  56. target = 5; in this case he looks to dead fox
  57. snd = val_escort_dead;;'Bullet' duty sound in darkvalley when the other duty guy dies.
  58. combat_ignore_cond = {=fighting_actor =fighting_dist_ge(25)};AGAIN see?
  59. danger = this_is_his_danger_section
  60. meet = no_meet
  61. on_signal = sound_end | kamp@last_cod
  62.  
  63. [kamp@last_code]
  64. center_point = esc_stalker_camp_esc_fox_kamp;USE THIS PLEASE
  65. path_walk = esc_stalker_camp_esc_fox_kamp_task;AND THIS
  66. combat_ignore_cond = {=fighting_actor =fighting_dist_ge(25)};AGAIN see?
  67. danger = this_is_his_danger_section
  68. meet = meet;;;IF possible... you might 'use' him, eventually. Depending of the Kamp scheme itself.
  69.  
  70. [this_is_his_danger_section]
  71. ignore_distance = 25
  72. ignore_types = grenade, hit, corpse, sound
  73. ignore_distance_grenade = 5
  74. ignore_distance_corpse = 0.19;Don't worry... this value is ok for distance corpse
  75. ignore_distance_hit = 150
  76. ignore_distance_sound = 50
  77. danger_inertion_time_grenade = 2000
  78. danger_inertion_time_corpse = 190
  79. danger_inertion_time_hit = 2000
  80. danger_inertion_time_sound = 1500
  81. danger_inertion_time_ricochet = 1000
  82.  
  83. [wounded@test]
  84. hp_state = 30|help_me@help|10|wounded_heavy@help_heavy
  85. hp_state_see = 30|wounded@help_see|10|wounded_heavy@help_heavy
  86. psy_state = 50|{=best_pistol}psy_armed,psy_pain@wounded_psy|20| {=best_pistol}psy_shoot,psy_pain@{=best_pistol}
  87.  
  88. wounded_psy_shoot,wounded_psy
  89. hp_victim = 30|actor|10|nil
  90. hp_cover = 30|true|10|false
  91. hp_fight = 30|true|10|false
  92. syndata = wounded@help
  93.  
  94. [this_is_what_happens_when_he_dies]
  95. on_info = %=play_snd(characters_voice\scenario\military\dolg_attack\base\mil_dolg_down_3)%
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