add game&rawdata
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247
gamedata/configs/scripts/pripyat/pri_a16_logic_stalker.ltx
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247
gamedata/configs/scripts/pripyat/pri_a16_logic_stalker.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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gather_items_enabled = false
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help_wounded_enabled = false
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corpse_detection_enabled = false
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[walker@reach]:walker@def
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combat_ignore_keep_when_attacked = false
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invulnerable = 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 = true
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meet = meet@animpoint
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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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[animpoint@reach]:animpoint@def
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combat_ignore_keep_when_attacked = false
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invulnerable = false
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[meet@animpoint]
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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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close_distance = 0
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far_distance = 0
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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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meet_on_talking = false
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[logic@pri_a16_stalker_1]
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active = walker@guarder_1_reach
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suitable = {+pri_a28_actor_in_zone_stay =npc_in_zone(pri_a16_sr_noweap)} true
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prior = 190
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[walker@guarder_1_reach]:walker@reach
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path_walk = guarder_1_walk
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path_look = guarder_1_look
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on_info = {=npc_in_zone(pri_surge_hide_a16)} walker@guarder_1
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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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[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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[logic@pri_a16_stalker_2]
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active = walker@guarder_2_reach
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suitable = {+pri_a28_actor_in_zone_stay =npc_in_zone(pri_a16_sr_noweap)} true
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prior = 150
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[walker@guarder_2_reach]:walker@reach
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path_walk = guarder_2_walk
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path_look = guarder_2_look
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on_info = {=npc_in_zone(pri_surge_hide_a16)} walker@guarder_2
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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_stalker_3]
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active = animpoint@pri_a16_stalker_3
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suitable = {+pri_a28_actor_in_zone_stay =npc_in_zone(pri_a16_sr_noweap)} true
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prior = 150
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[logic@pri_a16_stalker_4]
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active = animpoint@pri_a16_stalker_4
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suitable = {+pri_a28_actor_in_zone_stay =npc_in_zone(pri_a16_sr_noweap)} true
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prior = 150
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[logic@pri_a16_stalker_5]
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active = animpoint@pri_a16_stalker_5
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suitable = {+pri_a28_actor_in_zone_stay =npc_in_zone(pri_a16_sr_noweap)} true
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prior = 150
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[logic@pri_a16_stalker_6]
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active = animpoint@pri_a16_stalker_6
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suitable = {+pri_a28_actor_in_zone_stay =npc_in_zone(pri_a16_sr_noweap)} true
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prior = 150
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[logic@pri_a16_stalker_7]
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active = animpoint@pri_a16_stalker_7
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suitable = {+pri_a28_actor_in_zone_stay =npc_in_zone(pri_a16_sr_noweap)} true
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prior = 150
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[logic@pri_a16_stalker_8]
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active = animpoint@pri_a16_stalker_8
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suitable = {+pri_a28_actor_in_zone_stay =npc_in_zone(pri_a16_sr_noweap)} true
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prior = 150
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[logic@pri_a16_stalker_9]
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active = animpoint@pri_a16_stalker_9
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suitable = {+pri_a28_actor_in_zone_stay =npc_in_zone(pri_a16_sr_noweap)} true
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prior = 150
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[logic@pri_a16_stalker_10]
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active = animpoint@pri_a16_stalker_10
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suitable = {+pri_a28_actor_in_zone_stay =npc_in_zone(pri_a16_sr_noweap)} true
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prior = 150
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[logic@pri_a16_stalker_11]
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active = animpoint@pri_a16_stalker_11
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suitable = {+pri_a28_actor_in_zone_stay =npc_in_zone(pri_a16_sr_noweap)} true
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prior = 140
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[logic@pri_a16_stalker_12]
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active = animpoint@pri_a16_stalker_12
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suitable = {+pri_a28_actor_in_zone_stay =npc_in_zone(pri_a16_sr_noweap)} true
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prior = 120
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[animpoint@pri_a16_stalker_3]:animpoint@reach
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cover_name = pri_a16_animp_1
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on_info = {=npc_in_zone(pri_surge_hide_a16)} animpoint@pri_a16_stalker_3_reached
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[animpoint@pri_a16_stalker_4]:animpoint@reach
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cover_name = pri_a16_animp_2
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on_info = {=npc_in_zone(pri_surge_hide_a16)} animpoint@pri_a16_stalker_4_reached
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[animpoint@pri_a16_stalker_5]:animpoint@reach
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cover_name = pri_a16_animp_3
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on_info = {=npc_in_zone(pri_surge_hide_a16)} animpoint@pri_a16_stalker_5_reached
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[animpoint@pri_a16_stalker_6]:animpoint@reach
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cover_name = pri_a16_animp_vano
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on_info = {=npc_in_zone(pri_surge_hide_a16)} animpoint@pri_a16_stalker_6_reached
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[animpoint@pri_a16_stalker_7]:animpoint@reach
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cover_name = pri_a16_animp_5
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on_info = {=npc_in_zone(pri_surge_hide_a16)} animpoint@pri_a16_stalker_7_reached
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[animpoint@pri_a16_stalker_8]:animpoint@reach
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cover_name = pri_a16_animp_6
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on_info = {=npc_in_zone(pri_surge_hide_a16)} animpoint@pri_a16_stalker_8_reached
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[animpoint@pri_a16_stalker_9]:animpoint@reach
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cover_name = pri_a16_animp_7
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meet = no_meet
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on_info = {=npc_in_zone(pri_surge_hide_a16)} animpoint@pri_a16_stalker_9_reached
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[animpoint@pri_a16_stalker_10]:animpoint@reach
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cover_name = pri_a16_animp_8
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meet = no_meet
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on_info = {=npc_in_zone(pri_surge_hide_a16)} animpoint@pri_a16_stalker_10_reached
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[animpoint@pri_a16_stalker_11]:animpoint@reach
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cover_name = pri_a16_animp_4
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on_info = {=npc_in_zone(pri_surge_hide_a16)} animpoint@pri_a16_stalker_11_reached
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[animpoint@pri_a16_stalker_12]:animpoint@reach
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cover_name = pri_a16_animp_sokolov
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on_info = {=npc_in_zone(pri_surge_hide_a16)} animpoint@pri_a16_stalker_12_reached
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[animpoint@pri_a16_stalker_3_reached]:animpoint@def
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cover_name = pri_a16_animp_1
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[animpoint@pri_a16_stalker_4_reached]:animpoint@def
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cover_name = pri_a16_animp_2
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[animpoint@pri_a16_stalker_5_reached]:animpoint@def
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cover_name = pri_a16_animp_3
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[animpoint@pri_a16_stalker_6_reached]:animpoint@def
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cover_name = pri_a16_animp_vano
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[animpoint@pri_a16_stalker_7_reached]:animpoint@def
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cover_name = pri_a16_animp_5
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[animpoint@pri_a16_stalker_8_reached]:animpoint@def
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cover_name = pri_a16_animp_6
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[animpoint@pri_a16_stalker_9_reached]:animpoint@def
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cover_name = pri_a16_animp_7
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meet = no_meet
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[animpoint@pri_a16_stalker_10_reached]:animpoint@def
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cover_name = pri_a16_animp_8
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meet = no_meet
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[animpoint@pri_a16_stalker_11_reached]:animpoint@def
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cover_name = pri_a16_animp_4
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[animpoint@pri_a16_stalker_12_reached]:animpoint@def
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cover_name = pri_a16_animp_sokolov
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;in reserve - pri_a16_animp_wanderer
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;in reserve - pri_a16_animp_zulus
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[logic@pri_a16_yar]
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suitable = {+pri_a28_actor_in_zone_stay =check_npc_name(jup_b19_freedom_yar)} true
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prior = 200
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active = animpoint@base
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[animpoint@base]
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cover_name = pri_a16_animp_medic
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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
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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]
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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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use = {=actor_enemy} false, true
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trade_enable = true
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allow_break = false
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meet_dialog = jup_b19_freedom_yar_pripyat_start
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