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invulnerable

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Nov 12th, 2017
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  1. [logic]
  2. active = walker@wait_actor
  3. can_select_weapon = false
  4. post_combat_time = 0,0
  5.  
  6. [walker@generic]
  7. gather_items_enabled = false
  8. help_wounded_enabled = false
  9. corpse_detection_enabled = false
  10. turn_on_campfire = false
  11. invulnerable = true
  12. combat_ignore_cond = true
  13. combat_ignore_keep_when_attacked = true
  14. def_state_moving1 = sprint
  15. def_state_moving2 = sprint
  16. def_state_moving3 = sprint
  17. meet = no_meet
  18. danger = danger
  19. wounded = wounded
  20.  
  21. [walker@wait_actor]:walker@generic
  22. path_walk = red_pursuit_strelok_1_walk
  23. path_look = red_pursuit_strelok_1_look
  24. on_info = {+red_pursuit_boars_attack} walker@go_tonnel2
  25.  
  26. [walker@go_tonnel]:walker@generic
  27. path_walk = red_pursuit_strelok_2_walk
  28. path_look = red_pursuit_strelok_2_look
  29. on_signal = action | walker@go_tonnel2 %+red_pursuit_strelok_go_1%
  30. on_info = {+red_pursuit_strelok_go_1} walker@go_tonnel2
  31.  
  32. [walker@go_tonnel2]:walker@generic
  33. path_walk = red_pursuit_strelok_2_walk
  34. path_look = red_pursuit_strelok_2_look
  35. on_signal = action | walker@go_tonnel3 %+red_pursuit_strelok_go_2%
  36. on_info = {+red_pursuit_strelok_go_2} walker@go_tonnel3
  37.  
  38. [walker@go_tonnel3]:walker@generic
  39. path_walk = red_pursuit_strelok_3_walk
  40. path_look = red_pursuit_strelok_3_look
  41. on_signal = action | walker@go_tonnel4 %+red_pursuit_strelok_go_3%
  42. on_info = {+red_pursuit_strelok_go_3} walker@go_tonnel4
  43.  
  44. [walker@go_tonnel4]:walker@generic
  45. path_walk = red_pursuit_strelok_4_walk
  46. path_look = red_pursuit_strelok_4_look
  47. on_signal = action | walker@wait %=play_sound(red_pursuit_strelok_threat:stalker:red_agent_name)%
  48. on_info = {+red_pursuit_strelok_go} walker@in_tonnel %=play_sound(red_pursuit_strelok_threat:stalker:red_agent_name)%
  49. on_info2 = {+red_pursuit_ambush_attack} walker@in_tonnel %=play_sound(red_pursuit_strelok_threat:stalker:red_agent_name)%
  50.  
  51. [walker@wait]:walker@generic
  52. path_walk = red_pursuit_strelok_hide_walk
  53. path_look = red_pursuit_strelok_hide_look
  54. on_info = {+red_pursuit_strelok_go} walker@in_tonnel
  55. on_info2 = {+red_pursuit_ambush_attack} walker@in_tonnel
  56.  
  57. [walker@in_tonnel]:walker@generic
  58. path_walk = red_pursuit_strelok_5_walk
  59. path_look = red_pursuit_strelok_5_look
  60. on_signal = action | {+red_pursuit_explode} %+red_pursuit_strelok_offline =destroy_object%
  61.  
  62. [danger]
  63. ignore_distance = 0
  64.  
  65. [wounded]
  66. hp_state = 0|wounded_heavy@help_heavy
  67. hp_state_see = 0|wounded_heavy@help_heavy
  68. hp_victim = 0|nil
  69. hp_fight = 0|false
  70. hp_cover = 0|false
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