add game&rawdata
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264
gamedata/configs/scripts/jupiter/jup_b41_stalkers.ltx
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264
gamedata/configs/scripts/jupiter/jup_b41_stalkers.ltx
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[meet@jup_b41_animpoint_meet]
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close_anim = nil
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close_victim = nil
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far_anim = nil
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far_victim = nil
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close_distance = 0
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far_distance = 0
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snd_on_use = {=is_wounded} nil, {=actor_enemy} nil, {=has_enemy} meet_use_no_fight, {=actor_has_weapon} meet_use_no_weapon, {!dist_to_actor_le(3)} nil
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use = {=is_wounded} false, {=actor_enemy} false, {=has_enemy} false, {=actor_has_weapon} false, {=dist_to_actor_le(3)} true, false
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meet_on_talking = false
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[animpoint@jup_b41_animp_gen]
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reach_movement = walk
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use_camp = false
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meet = meet@jup_b41_animpoint_meet
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out_restr = jup_b41_sr_noweap
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in_restr = jup_b41_sr_light
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on_info = {+jup_b1_go_on_task =squad_exist(jup_b1_stalker_squad)} patrol@go_to_tunnel
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[logic@jup_b1_stalker_1_home]
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suitable = {=check_npc_name(jup_b1_pro_stalker_1)} true, {=check_npc_name(jup_b1_stalker_1)} true, {=check_npc_name(jup_b6_freedom_stalker_1)} true, {=check_npc_name(jup_b6_duty_stalker_1)} true, {=check_npc_name(jup_b6_stalker_gonta)} true, {=check_npc_name(jup_b6_stalker_prisoner)} true
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prior = 70
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active = walker@jup_b1_stalker_1_home
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on_death = death@stalker_1
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on_combat = combat
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[walker@jup_b1_stalker_1_home]
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path_walk = base_stay_st_1
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path_look = base_look_st_1
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on_info = {+jup_b1_go_on_task =squad_exist(jup_b1_stalker_squad)} patrol@go_to_tunnel
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on_info2 = {=actor_in_zone(jup_b1_st_1_greet) -jup_b1_greet_end +jup_b1_give_task !is_playing_sound} remark@callactor
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on_info3 = {=surge_started !has_enemy} animpoint@jup_b41_stalker_1_reach_hide
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out_restr = jup_b41_sr_noweap
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in_restr = jup_b41_sr_light
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meet = meet@default
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[meet@default]
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close_anim = nil
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close_victim = nil
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far_anim = nil
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far_victim = nil
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close_distance = 2
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far_distance = 0
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close_snd_distance = 2
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use = true
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allow_break = false
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trade_enable = false
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[remark@callactor]
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anim = ward
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target = story | actor
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on_game_timer = 5 | {-jup_b1_sd !is_playing_sound} %=play_sound(jup_b1_stalkers_greeting) +jup_b1_sd%
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on_signal = sound_end | walker@jup_b1_stalker_1_home %+jup_b1_greet_end%
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meet = no_meet
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out_restr = jup_b41_sr_noweap
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corpse_detection_enabled = false
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[patrol@go_to_tunnel]
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path_walk = patrol_to_the_tunnel
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commander = true
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formation = back
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on_signal = at_pos | %+jup_b1_st_mission -jup_b1_go_on_task%
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meet = no_meet
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on_info = {=health_le(0.5) !actor_enemy} %=restore_health%
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on_info2 = {=dist_to_actor_ge(140) =dist_to_story_obj_ge(jup_b1_half_artifact:260) -jup_b1_teleport_squad_only} %+jup_b1_teleport_squad_only%
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[animpoint@jup_b41_stalker_1_reach_hide]
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cover_name = jup_b41_animp_surge_1
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reach_movement = run
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use_camp = false
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meet = meet@stalker_1
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on_info = {=npc_in_zone(jup_b41_sr_light)} animpoint@jup_b41_stalker_1_hide
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on_info2 = {=has_enemy} walker@jup_b1_stalker_1_home
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out_restr = jup_b41_sr_light
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[meet@stalker_1]
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close_distance = 0
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far_distance = 0
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[animpoint@jup_b41_stalker_1_hide]
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cover_name = jup_b41_animp_surge_1
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reach_movement = run
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use_camp = false
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meet = meet@jup_b41_animpoint_meet
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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invulnerable = true
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out_restr = jup_b41_sr_light
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on_info = {=surge_complete} walker@jup_b1_stalker_1_home
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[combat]
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on_info = {=actor_enemy} %+jup_b1_actor_atk_squad%
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[death@stalker_1]
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on_info = {=killed_by_actor -jup_b1_st_mission +jup_b1_stalker_2_is_dead +jup_b1_stalker_3_is_dead +jup_b1_stalker_4_is_dead} %+jup_1_stalker_squad_killed_before_mission +jup_b1_stalker_1_is_dead +jup_b1_squad_is_dead =set_squad_enemy_to_actor(jup_b1_stalker_squad) +jup_b1_actor_atk_squad%, {-jup_b1_st_mission +jup_b1_stalker_2_is_dead +jup_b1_stalker_3_is_dead +jup_b1_stalker_4_is_dead} %+jup_1_stalker_squad_killed_before_mission +jup_b1_stalker_1_is_dead +jup_b1_squad_is_dead%, {=killed_by_actor +jup_b1_stalker_2_is_dead +jup_b1_stalker_3_is_dead +jup_b1_stalker_4_is_dead} %+jup_b1_squad_is_dead +jup_b1_stalker_1_is_dead =set_squad_enemy_to_actor(jup_b1_stalker_squad) +jup_b1_actor_atk_squad%, {+jup_b1_stalker_2_is_dead +jup_b1_stalker_3_is_dead +jup_b1_stalker_4_is_dead} %+jup_b1_squad_is_dead +jup_b1_stalker_1_is_dead%, {=killed_by_actor} %+jup_b1_stalker_1_is_dead =set_squad_enemy_to_actor(jup_b1_stalker_squad) +jup_b1_actor_atk_squad%, %+jup_b1_stalker_1_is_dead%
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[logic@jup_b1_stalker_2_home]
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suitable = {=check_npc_name(jup_b1_stalker_2)} true, {=check_npc_name(jup_b6_freedom_stalker_2)} true, {=check_npc_name(jup_b6_duty_stalker_2)} true, {=check_npc_name(jup_b6_stalker_garmata)} true, {=check_npc_name(jup_b6_stalker_assaulter)} true
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prior = 65
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active = animpoint@jup_b1_stalker_2_home
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on_death = death@stalker_2
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on_combat = combat
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[animpoint@jup_b1_stalker_2_home]:animpoint@jup_b41_animp_gen
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cover_name = jup_b41_animp_1
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avail_animations = animpoint_sit_normal_no_rnd
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on_info2 = {=surge_started !has_enemy} animpoint@jup_b41_stalker_2_reach_hide
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[animpoint@jup_b41_stalker_2_reach_hide]:animpoint@jup_b41_stalker_1_reach_hide
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cover_name = jup_b41_animp_surge_2
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meet = meet@jup_b41_animpoint_meet
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on_info = {=npc_in_zone(jup_b41_sr_light)} animpoint@jup_b41_stalker_2_hide
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on_info2 = {=has_enemy} animpoint@jup_b1_stalker_2_home
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[animpoint@jup_b41_stalker_2_hide]:animpoint@jup_b41_stalker_1_hide
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cover_name = jup_b41_animp_surge_2
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on_info = {=surge_complete} animpoint@jup_b1_stalker_2_home
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[death@stalker_2]
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on_info = {=killed_by_actor -jup_b1_st_mission +jup_b1_stalker_1_is_dead +jup_b1_stalker_3_is_dead +jup_b1_stalker_4_is_dead} %+jup_1_stalker_squad_killed_before_mission +jup_b1_stalker_2_is_dead +jup_b1_squad_is_dead =set_squad_enemy_to_actor(jup_b1_stalker_squad) +jup_b1_actor_atk_squad%, {-jup_b1_st_mission +jup_b1_stalker_1_is_dead +jup_b1_stalker_3_is_dead +jup_b1_stalker_4_is_dead} %+jup_1_stalker_squad_killed_before_mission +jup_b1_stalker_2_is_dead +jup_b1_squad_is_dead%, {=killed_by_actor +jup_b1_stalker_1_is_dead +jup_b1_stalker_3_is_dead +jup_b1_stalker_4_is_dead} %+jup_b1_squad_is_dead +jup_b1_stalker_2_is_dead =set_squad_enemy_to_actor(jup_b1_stalker_squad) +jup_b1_actor_atk_squad%, {+jup_b1_stalker_1_is_dead +jup_b1_stalker_3_is_dead +jup_b1_stalker_4_is_dead} %+jup_b1_squad_is_dead +jup_b1_stalker_2_is_dead%, {=killed_by_actor} %+jup_b1_stalker_2_is_dead =set_squad_enemy_to_actor(jup_b1_stalker_squad) +jup_b1_actor_atk_squad%, %+jup_b1_stalker_2_is_dead%
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[logic@jup_b1_stalker_3_home]
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suitable = {=check_npc_name(jup_b1_stalker_3)} true, {=check_npc_name(jup_b6_freedom_stalker_3)} true, {=check_npc_name(jup_b6_duty_stalker_3)} true
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prior = 65
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active = animpoint@jup_b1_stalker_3_home
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on_death = death@stalker_3
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on_combat = combat
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[animpoint@jup_b1_stalker_3_home]:animpoint@jup_b41_animp_gen
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cover_name = jup_b41_animp_2
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avail_animations = animpoint_sit_low_no_rnd
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on_info2 = {=surge_started !has_enemy} animpoint@jup_b41_stalker_3_reach_hide
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[animpoint@jup_b41_stalker_3_reach_hide]:animpoint@jup_b41_stalker_1_reach_hide
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cover_name = jup_b41_animp_surge_3
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meet = meet@jup_b41_animpoint_meet
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on_info = {=npc_in_zone(jup_b41_sr_light)} animpoint@jup_b41_stalker_3_hide
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on_info2 = {=has_enemy} animpoint@jup_b1_stalker_3_home
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[animpoint@jup_b41_stalker_3_hide]:animpoint@jup_b41_stalker_1_hide
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cover_name = jup_b41_animp_surge_3
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on_info = {=surge_complete} animpoint@jup_b1_stalker_3_home
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[death@stalker_3]
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on_info = {=killed_by_actor -jup_b1_st_mission +jup_b1_stalker_1_is_dead +jup_b1_stalker_2_is_dead +jup_b1_stalker_4_is_dead} %+jup_1_stalker_squad_killed_before_mission +jup_b1_stalker_3_is_dead +jup_b1_squad_is_dead =set_squad_enemy_to_actor(jup_b1_stalker_squad) +jup_b1_actor_atk_squad%, {-jup_b1_st_mission +jup_b1_stalker_1_is_dead +jup_b1_stalker_2_is_dead +jup_b1_stalker_4_is_dead} %+jup_1_stalker_squad_killed_before_mission +jup_b1_stalker_3_is_dead +jup_b1_squad_is_dead%, {=killed_by_actor +jup_b1_stalker_1_is_dead +jup_b1_stalker_2_is_dead +jup_b1_stalker_4_is_dead} %+jup_b1_squad_is_dead +jup_b1_stalker_3_is_dead =set_squad_enemy_to_actor(jup_b1_stalker_squad) +jup_b1_actor_atk_squad%, {+jup_b1_stalker_1_is_dead +jup_b1_stalker_2_is_dead +jup_b1_stalker_4_is_dead} %+jup_b1_squad_is_dead +jup_b1_stalker_3_is_dead%, {=killed_by_actor} %+jup_b1_stalker_3_is_dead =set_squad_enemy_to_actor(jup_b1_stalker_squad) +jup_b1_actor_atk_squad%, %+jup_b1_stalker_3_is_dead%
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[logic@jup_b1_stalker_4_home] ;ó áóíêåðà
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suitable = {=check_npc_name(jup_b1_stalker_4)} true, {=check_npc_name(jup_b6_freedom_stalker_4)} true, {=check_npc_name(jup_b6_duty_stalker_4)} true, {=check_npc_name(jup_b6_stalker_crab)} true, {=check_npc_name(jup_b6_stalker_diplomat)} true
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prior = 70
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active = animpoint@jup_b1_stalker_4_home
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on_death = death@stalker_4
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on_combat = combat
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[animpoint@jup_b1_stalker_4_home]:animpoint@jup_b41_animp_gen
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cover_name = jup_b41_animp_3
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avail_animations = animpoint_sit_low_no_rnd
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on_info2 = {=surge_started !has_enemy} animpoint@jup_b41_stalker_4_reach_hide
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[animpoint@jup_b41_stalker_4_reach_hide]:animpoint@jup_b41_stalker_1_reach_hide
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cover_name = jup_b41_animp_surge_4
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meet = meet@jup_b41_animpoint_meet
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on_info = {=npc_in_zone(jup_b41_sr_light)} animpoint@jup_b41_stalker_4_hide
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on_info2 = {=has_enemy} animpoint@jup_b1_stalker_4_home
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[animpoint@jup_b41_stalker_4_hide]:animpoint@jup_b41_stalker_1_hide
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cover_name = jup_b41_animp_surge_4
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on_info = {=surge_complete} animpoint@jup_b1_stalker_4_home
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[death@stalker_4]
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on_info = {=killed_by_actor -jup_b1_st_mission +jup_b1_stalker_1_is_dead +jup_b1_stalker_2_is_dead +jup_b1_stalker_3_is_dead} %+jup_1_stalker_squad_killed_before_mission +jup_b1_stalker_4_is_dead +jup_b1_squad_is_dead =set_squad_enemy_to_actor(jup_b1_stalker_squad) +jup_b1_actor_atk_squad%, {-jup_b1_st_mission +jup_b1_stalker_1_is_dead +jup_b1_stalker_2_is_dead +jup_b1_stalker_3_is_dead} %+jup_1_stalker_squad_killed_before_mission +jup_b1_stalker_4_is_dead +jup_b1_squad_is_dead%, {=killed_by_actor +jup_b1_stalker_1_is_dead +jup_b1_stalker_2_is_dead +jup_b1_stalker_3_is_dead} %+jup_b1_squad_is_dead +jup_b1_stalker_4_is_dead =set_squad_enemy_to_actor(jup_b1_stalker_squad) +jup_b1_actor_atk_squad%, {+jup_b1_stalker_1_is_dead +jup_b1_stalker_2_is_dead +jup_b1_stalker_3_is_dead} %+jup_b1_squad_is_dead +jup_b1_stalker_4_is_dead%, {=killed_by_actor} %+jup_b1_stalker_4_is_dead =set_squad_enemy_to_actor(jup_b1_stalker_squad) +jup_b1_actor_atk_squad%, %+jup_b1_stalker_4_is_dead%
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;---------------------------------------------------------------------Íàó÷íàÿ ãðóïïà---------------------------------------------------------------------
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[animpoint@jup_b41_animp_gen_pro]
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reach_movement = walk
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use_camp = false
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meet = no_meet
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out_restr = jup_b41_sr_noweap
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in_restr = jup_b41_sr_light
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[animpoint@jup_b41_stalker_reach_hide_pro]
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cover_name = jup_b41_animp_surge_1
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reach_movement = run
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use_camp = false
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meet = no_meet
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out_restr = jup_b41_sr_light
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[animpoint@jup_b41_stalker_hide_pro]
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reach_movement = run
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use_camp = false
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meet = no_meet
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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invulnerable = true
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out_restr = jup_b41_sr_light
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;----------------------------------------------------------------------
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[logic@jup_b1_stalker_2_pro]
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suitable = {=check_npc_name(jup_b1_pro_stalker_2)} true
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prior = 65
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active = animpoint@jup_b1_stalker_2_pro
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on_death = death@stalker_2
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on_combat = combat
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[animpoint@jup_b1_stalker_2_pro]:animpoint@jup_b41_animp_gen_pro
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cover_name = jup_b41_animp_1
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avail_animations = animpoint_sit_normal_no_rnd
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on_info2 = {=surge_started !has_enemy} animpoint@jup_b41_stalker_2_reach_hide_pro
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[animpoint@jup_b41_stalker_2_reach_hide_pro]:animpoint@jup_b41_stalker_reach_hide_pro
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cover_name = jup_b41_animp_surge_2
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on_info = {=npc_in_zone(jup_b41_sr_light)} animpoint@jup_b41_stalker_2_hide_pro
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on_info2 = {=has_enemy} animpoint@jup_b1_stalker_2_pro
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[animpoint@jup_b41_stalker_2_hide_pro]:animpoint@jup_b41_stalker_hide_pro
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cover_name = jup_b41_animp_surge_2
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on_info = {=surge_complete} animpoint@jup_b1_stalker_2_pro
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;----------------------------------------------------------------------
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[logic@jup_b1_stalker_3_pro]
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suitable = {=check_npc_name(jup_b1_pro_stalker_3)} true
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prior = 65
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active = animpoint@jup_b1_stalker_3_pro
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on_death = death@stalker_3
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on_combat = combat
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[animpoint@jup_b1_stalker_3_pro]:animpoint@jup_b41_animp_gen_pro
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cover_name = jup_b41_animp_2
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avail_animations = animpoint_sit_low_no_rnd
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on_info2 = {=surge_started !has_enemy} animpoint@jup_b41_stalker_3_reach_hide_pro
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[animpoint@jup_b41_stalker_3_reach_hide_pro]:animpoint@jup_b41_stalker_reach_hide_pro
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cover_name = jup_b41_animp_surge_3
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on_info = {=npc_in_zone(jup_b41_sr_light)} animpoint@jup_b41_stalker_3_hide_pro
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on_info2 = {=has_enemy} animpoint@jup_b1_stalker_3_pro
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[animpoint@jup_b41_stalker_3_hide_pro]:animpoint@jup_b41_stalker_hide_pro
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cover_name = jup_b41_animp_surge_3
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on_info = {=surge_complete} animpoint@jup_b1_stalker_3_pro
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;----------------------------------------------------------------------
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[logic@jup_b1_stalker_4_pro]
|
||||
suitable = {=check_npc_name(jup_b1_pro_stalker_4)} true
|
||||
prior = 70
|
||||
active = animpoint@jup_b1_stalker_4_pro
|
||||
on_death = death@stalker_4
|
||||
on_combat = combat
|
||||
|
||||
[animpoint@jup_b1_stalker_4_pro]:animpoint@jup_b41_animp_gen_pro
|
||||
cover_name = jup_b41_animp_3
|
||||
avail_animations = animpoint_sit_low_no_rnd
|
||||
on_info2 = {=surge_started !has_enemy} animpoint@jup_b41_stalker_4_reach_hide_pro
|
||||
|
||||
[animpoint@jup_b41_stalker_4_reach_hide_pro]:animpoint@jup_b41_stalker_reach_hide_pro
|
||||
cover_name = jup_b41_animp_surge_4
|
||||
on_info = {=npc_in_zone(jup_b41_sr_light)} animpoint@jup_b41_stalker_4_hide_pro
|
||||
on_info2 = {=has_enemy} animpoint@jup_b1_stalker_4_pro
|
||||
|
||||
[animpoint@jup_b41_stalker_4_hide_pro]:animpoint@jup_b41_stalker_hide_pro
|
||||
cover_name = jup_b41_animp_surge_4
|
||||
on_info = {=surge_complete} animpoint@jup_b1_stalker_4_pro
|
||||
Loading…
Add table
Add a link
Reference in a new issue