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142
gamedata/configs/scripts/jupiter/jup_b202_snag_wounded.ltx
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142
gamedata/configs/scripts/jupiter/jup_b202_snag_wounded.ltx
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;general section
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[walker@jup_b202_gen]
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corpse_detection_enabled = false
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combat_ignore_cond = true
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meet = no_meet
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gather_items_enabled = false
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help_wounded_enabled = false
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[remark@jup_b202_stalker_snag_wounded_gen]
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combat_ignore_cond = true
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corpse_detection_enabled = false
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gather_items_enabled = false
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help_wounded_enabled = false
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[walker@jup_b202_stalker_bandit_gen]:walker@jup_b202_gen
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combat_ignore_cond = {-jup_b202_bandit_hited} true, false
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[remark@jup_b202_stalker_bandit_gen]:remark@jup_b202_stalker_snag_wounded_gen
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target = story | jup_b202_stalker_snag
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combat_ignore_cond = {-jup_b202_bandit_hited} true, false
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meet = no_meet
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on_info = {+jup_b202_bandit_hited +jup_b202_bandit_hited_by_actor} walker@jup_b202_stalker_bandit_end_no_talk
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[walker@jup_b202_stalker_bandit_leave_gen]:walker@jup_b202_stalker_bandit_gen
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path_walk = stalker_bandit_leave_walk
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on_signal = to_nill | %=spawn_object_in(wpn_wincheaster1300:jup_b202_bandit) =spawn_object_in(ammo_12x76_zhekan:jup_b202_bandit) =spawn_object_in(grenade_rgd5:jup_b202_bandit) +jup_b202_bandit_go_away%
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[logic@jup_b202_gen]
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prior = 200
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;snag work
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[logic@jup_b202_stalker_snag_wounded]:logic@jup_b202_gen
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suitable = {=check_npc_name(jup_b202_stalker_snag)}
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active = walker@jup_b202_wait_for_stol
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on_death = death@jup_b202_stalker_snag_wounded
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[death@jup_b202_stalker_snag_wounded]
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on_info = %+zat_b52_snag_is_dead%
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[walker@jup_b202_wait_for_stol]:walker@jup_b202_gen
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path_walk = snag_wait_walk
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path_look = snag_wait_look
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combat_ignore_keep_when_attacked = true
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invulnerable = true
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out_restr = jup_surge_hide_b202
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on_info = {+jup_b202_actor_items_stolen} walker@jup_b202_polustanok %+jup_b202_snag_wounded_start =teleport_npc(jup_b202_snag_wounded_walk)%
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[walker@jup_b202_polustanok]:walker@jup_b202_gen
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path_walk = snag_wounded_walk
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path_look = snag_wounded_look
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on_info = {=squad_exist(jup_b202_bandit_squad)} remark@jup_b202_stalker_snag_wounded %=set_squad_goodwill_to_npc(jup_b202_bandit_squad:friend)%
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[remark@jup_b202_stalker_snag_wounded]:remark@jup_b202_stalker_snag_wounded_gen
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wounded = wounded@jup_b202_stalker_snag_wounded
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on_info = {+jup_b202_actor_items_returned} %=kill_npc%
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on_info2 = {+jup_b202_snag_healed} walker@jup_b202_stalker_snag_sit, {+jup_b202_actor_spare_snag !talking} walker@jup_b202_stalker_snag_sit
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[wounded@jup_b202_stalker_snag_wounded]
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hp_state = 101|wounded_heavy@help_heavy
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hp_state_see = 101|wounded_heavy@help_heavy
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hp_victim = 101|actor
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hp_cover = 101|false
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hp_fight = 101|false
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autoheal = false
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not_for_help = true
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enable_talk = true
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[walker@jup_b202_stalker_snag_sit]:walker@jup_b202_gen
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path_walk = snag_wounded_walk
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path_look = snag_wounded_look
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def_state_standing = sit
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meet = meet@jup_b202_stalker_snag_sit
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combat_ignore_cond = {!actor_enemy} true, false
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on_game_timer = 600 | {=squad_exist(jup_b202_bandit_squad)} %+jup_b202_stalker_snag_go_base =set_squad_goodwill_to_npc(jup_b202_bandit_squad:enemy)%, %+jup_b202_stalker_snag_go_base%
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[meet@jup_b202_stalker_snag_sit]
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close_distance = 0
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close_anim = nil
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close_victim = nil
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far_distance = 0
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far_anim = nil
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far_victim = nil
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use = {!actor_enemy !actor_has_weapon} true, false
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abuse = false
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trade_enable = false
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; bandit work
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[logic@jup_b202_stalker_bandit]:logic@jup_b202_gen
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suitable = {=check_npc_name(jup_b202_bandit)}
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active = walker@jup_b202_stalker_bandit_teleport
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on_hit = hit@jup_b202_stalker_bandit
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[hit@jup_b202_stalker_bandit]
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on_info = {=hit_by_actor} %+jup_b202_bandit_hited +jup_b202_bandit_hited_by_actor%, %+jup_b202_bandit_hited%
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[walker@jup_b202_stalker_bandit_teleport]:walker@jup_b202_stalker_bandit_gen
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path_walk = snag_wounded_look
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path_look = snag_wounded_walk
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def_state_standing = threat
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on_info = walker@jup_b202_stalker_bandit %=teleport_npc(jup_b202_snag_wounded_look)%
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[walker@jup_b202_stalker_bandit]:walker@jup_b202_stalker_bandit_gen
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path_walk = snag_wounded_look
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path_look = snag_wounded_walk
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def_state_standing = threat
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on_actor_dist_le_nvis = 24 | {=counter_equal(jup_b202_sound_count:2)} remark@jup_b202_stalker_bandit_talk, remark@jup_b202_stalker_bandit_fire %=inc_counter(jup_b202_sound_count:1)%
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[remark@jup_b202_stalker_bandit_fire]:remark@jup_b202_stalker_bandit_gen
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anim = threat
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on_info2 = %=play_sound(jup_b202_bandit_shoot)%
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on_signal = sound_end | walker@jup_b202_stalker_bandit
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[remark@jup_b202_stalker_bandit_talk]:remark@jup_b202_stalker_bandit_gen
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anim = guard_na
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on_info2 = %=play_sound(jup_b202_bandit_to_snag)%
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on_signal = theme_end | walker@jup_b202_stalker_bandit_end
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[walker@jup_b202_stalker_bandit_end]:walker@jup_b202_stalker_bandit_leave_gen
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meet = meet@jup_b202_stalker_bandit
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on_actor_dist_le = 5 | %+jup_b202_bandit_meet_actor%
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on_info = {+jup_b202_bandit_talked_with_actor} walker@jup_b202_stalker_bandit_end_no_talk
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[walker@jup_b202_stalker_bandit_end_no_talk]:walker@jup_b202_stalker_bandit_leave_gen
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[meet@jup_b202_stalker_bandit]
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close_distance = 5
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close_anim = threat
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close_snd_hello = nil
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close_snd_bye = nil
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close_victim = actor
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far_anim = nil
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far_snd = nil
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far_victim = nil
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use = {+jup_b202_bandit_meet_actor -jup_b202_bandit_talked_with_actor} self, false
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abuse = false
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trade_enable = false
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allow_break = false
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meet_dialog = jup_b202_bandit_meet_actor
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