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121
gamedata/configs/scripts/pripyat/pri_a16_logic.ltx
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121
gamedata/configs/scripts/pripyat/pri_a16_logic.ltx
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[walker@def]
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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 = pri_a16_sr_noweap
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meet = meet@send_far
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gather_items_enabled = false
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help_wounded_enabled = false
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corpse_detection_enabled = false
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[animpoint@def]
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reach_movement = walk_noweap
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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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use_camp = false
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meet = meet@send_far
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out_restr = pri_a16_sr_noweap
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gather_items_enabled = false
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help_wounded_enabled = false
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corpse_detection_enabled = false
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[meet@send_far]
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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_snd_hello = nil
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close_snd_bye = nil
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use = false
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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, meet_use_no_talk_leader
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meet_on_talking = false
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[logic@pri_a16_guarder_1]
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active = walker@guarder_1
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suitable = {-pri_a25_rfi_source_eliminated =npc_in_zone(pri_a16_sr_light)} true
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prior = 140
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[walker@guarder_1]:walker@def
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path_walk = guarder_1_walk
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path_look = guarder_1_look
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on_info = {=surge_started} walker@hide_1
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out_restr = pri_a16_sr_noweap
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[walker@hide_1]:walker@def
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path_walk = hide_1_walk
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path_look = hide_1_look
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on_info = {=surge_complete} walker@guarder_1
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out_restr = pri_a16_sr_noweap
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[logic@pri_a16_guarder_2]
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active = walker@guarder_2
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suitable = {-pri_a25_rfi_source_eliminated =npc_in_zone(pri_a16_sr_light)} true
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prior = 140
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[walker@guarder_2]:walker@def
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path_walk = guarder_2_walk
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path_look = guarder_2_look
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on_info = {=surge_started} walker@hide_2
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[walker@hide_2]:walker@def
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path_walk = hide_2_walk
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path_look = hide_1_look
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on_info = {=surge_complete} walker@guarder_2
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[logic@pri_a16_guarder_3]
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active = animpoint@guarder_3
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suitable = {-pri_a25_rfi_source_eliminated =npc_in_zone(pri_a16_sr_light)} true
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prior = 150
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[animpoint@guarder_3]:animpoint@def
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cover_name = pri_a16_animp_5
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use_camp = true
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[logic@pri_a16_guarder_4]
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active = animpoint@guarder_4
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suitable = {-pri_a25_rfi_source_eliminated =npc_in_zone(pri_a16_sr_light)} true
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prior = 150
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[animpoint@guarder_4]:animpoint@def
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cover_name = pri_a16_animp_6
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use_camp = true
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[logic@pri_a16_guarder_main]
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active = walker@base
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suitable = {-pri_a25_rfi_source_eliminated +pri_a21_task_end =check_npc_name(sokolov)} true, {-pri_a25_rfi_source_eliminated +pri_a21_task_end =check_npc_name(podorojniy)} true
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prior = 200
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[walker@base]
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path_walk = yarmoshuk_walk
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path_look = yarmoshuk_look
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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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meet = meet@guard_main
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out_restr = pri_a16_sr_noweap
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gather_items_enabled = false
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help_wounded_enabled = false
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corpse_detection_enabled = false
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use_camp = false
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[meet@guard_main]
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close_snd_hello = nil
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close_snd_bye = nil
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close_anim = nil
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close_victim = nil
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use = {=actor_enemy} false, {=dist_to_actor_le(3)} true, false
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snd_on_use = {!dist_to_actor_le(3)} nil
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trade_enable = false
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allow_break = false
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