dennis_chikin (dennis_chikin) wrote,
dennis_chikin
dennis_chikin

Если кому еще надо, а не просто меня матом покрыть

в общем, сталкерское, про Кузнeцова под мостом:
Про Кузнецова, если вдруг кому еще зачем понадобится...
найдите в config\misc\gulag_escape.ltx кусок:

; -- Soldiers on the bridge --


[meet@sold_zoneguard]
meet_state = 30| {+esc_bridge_pass_on} guard, guard@ {+esc_bridge_pass_on} talk_hello, wait
meet_state_wpn = 30| {+esc_bridge_pass_on} guard, guard@ {+esc_bridge_pass_on} talk_hello, wait
victim = 30| actor
victim_wpn = 30| actor
use = true
use_wpn = true
;zone = esc_bridge_kill_zone|{-esc_bridge_pass_on} true@ {-esc_bridge_pass_on} esc_bridge_soldiers
meet_dialog = esc_bridge_soldiers_start
precond = visibility
...
[walker@esc_bridge_patrol]
path_walk = patrol_walk
path_look = patrol_look
combat_ignore_cond = {-esc_bridge_pass_fire =fighting_actor =is_alive(032)}


; -- Killers --


и замените на

; -- Soldiers on the bridge --


[meet@sold_zoneguard]
meet_state = 30| {+esc_bridge_pass_on} guard, guard@ {+esc_bridge_pass_on} talk_hello, wait
meet_state_wpn = 30| {+esc_bridge_pass_on} guard, guard@ {+esc_bridge_pass_on} talk_hello, wait
victim = 30| actor
victim_wpn = 30| actor
use = true
use_wpn = true
meet_dialog = esc_bridge_soldiers_start
precond = visibility

[combat_ignore@esc_bridge]
combat_ignore_cond = {=fighting_actor}

[hit@soldier]
on_info = {=hit_by_actor} %+esc_bridge_pass_fire%

[death@soldier]
on_info = {=killed_by_actor} %+esc_bridge_pass_fire%

[death@soldier_kuzn]
on_info = {=killed_by_actor} %+esc_bridge_pass_fire%


[logic@esc_bridge_post1]
active = walker@esc_bridge_post1
combat_ignore = combat_ignore@esc_bridge
on_hit = hit@soldier
on_death= death@soldier

[walker@esc_bridge_post1]
path_walk = post1_walk
path_look = post1_look
combat_ignore_cond = {=fighting_actor}

[logic@esc_bridge_post2]
active = walker@esc_bridge_post2
combat_ignore = combat_ignore@esc_bridge
on_hit = hit@soldier
on_death= death@soldier_kuzn

[walker@esc_bridge_post2]
path_walk = post2_walk
path_look = post2_look
meet = meet@sold_zoneguard
on_actor_dist_le_nvis = 35 | remark@esc_bridge_post2_1
combat_ignore_cond = {=fighting_actor}

[remark@esc_bridge_post2_1]
anim = guard
target = actor
on_actor_dist_le_nvis = 20 | remark@esc_bridge_post2
on_info = {+esc_bridge_pass_fire} walker@esc_bridge_post2
combat_ignore_cond = {=fighting_actor}

[remark@esc_bridge_post2]
anim = guard
target = actor
snd = esc_bridge_soldiers
on_signal = sound_end| walker2@esc_bridge_post2
combat_ignore_cond = {=fighting_actor}

[walker2@esc_bridge_post2]
path_walk = post2_walk
path_look = post2_look
meet = meet@sold_zoneguard
combat_ignore_cond = {=fighting_actor}


[logic@esc_bridge_post3]
active = walker@esc_bridge_post3
combat_ignore = combat_ignore@esc_bridge
on_hit = hit@soldier
on_death= death@soldier

[walker@esc_bridge_post3]
path_walk = post3_walk
path_look = post3_look
combat_ignore_cond = {=fighting_actor}


[logic@esc_bridge_post4]
active = walker@esc_bridge_post4
combat_ignore = combat_ignore@esc_bridge
on_hit = hit@soldier
on_death= death@soldier

[walker@esc_bridge_post4]
path_walk = post4_walk
path_look = post4_look
meet = meet@sold_zoneguard
combat_ignore_cond = {=fighting_actor}


[logic@esc_bridge_post5]
active = walker@esc_bridge_post5
on_hit = hit@soldier
on_death= death@soldier
combat_ignore = combat_ignore@esc_bridge

[walker@esc_bridge_post5]
path_walk = post5_walk
path_look = post5_look
combat_ignore_cond = {=fighting_actor}


[logic@esc_bridge_post6]
active = walker@esc_bridge_post6
combat_ignore = combat_ignore@esc_bridge
on_hit = hit@soldier
on_death= death@soldier

[walker@esc_bridge_post6]
path_walk = post6_walk
path_look = post6_look
meet = meet@sold_zoneguard
on_actor_dist_le = 25| remark@esc_bridge_post6
combat_ignore_cond = {=fighting_actor}

[remark@esc_bridge_post6]
anim = guard
target = actor
snd = esc_bridge_soldiers
on_signal = sound_end| walker2@esc_bridge_post6
combat_ignore_cond = {=fighting_actor}

[walker2@esc_bridge_post6]
path_walk = post6_walk
path_look = post6_look
meet = meet@sold_zoneguard
combat_ignore_cond = {=fighting_actor}


[logic@esc_bridge_kamp1]
active = kamp@esc_bridge_post1
combat_ignore = combat_ignore@esc_bridge

[kamp@esc_bridge_post1]
center_point = kamp_point
path_walk = kamp_point_task
soundgroup = esc_bridge_soldiers
combat_ignore_cond = {=fighting_actor}


[logic@esc_bridge_kamp3]
active = kamp@esc_bridge_post3
combat_ignore = combat_ignore@esc_bridge

[kamp@esc_bridge_post3]
center_point = kamp_point
path_walk = kamp_point_task
soundgroup = esc_bridge_soldiers
combat_ignore_cond = {=fighting_actor}


[logic@esc_bridge_kamp4]
active = kamp@esc_bridge_post4
combat_ignore = combat_ignore@esc_bridge

[kamp@esc_bridge_post4]
center_point = kamp_point
path_walk = kamp_point_task
soundgroup = esc_bridge_soldiers
combat_ignore_cond = {=fighting_actor}


[logic@esc_bridge_patrol]
active = walker@esc_bridge_patrol
combat_ignore = combat_ignore@esc_bridge

[walker@esc_bridge_patrol]
path_walk = patrol_walk
path_look = patrol_look
combat_ignore_cond = {=fighting_actor}


; -- Killers --

-- дальше можно хоть песни петь, хоть дуэль на мясорубках устраивать - всем будет пофиг.
Все, на этом я считаю, что больше ни кому ничего не должен. Дальше разбирайтесь с администраторами и провайдерами.
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  • 33 comments

  • ...и велосипедистов!

    Однако поразительно, как при испекании каждого нового закончика люди научились находить тех, кто во всем виноваты. Во всем виноваты, разумеется,…

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