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78
gamedata/configs/scripts/pripyat/pri_b301_zulus.ltx
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78
gamedata/configs/scripts/pripyat/pri_b301_zulus.ltx
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[logic@zulus]
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suitable = {=check_npc_name(pri_b301_zulus) -pri_b301_zulus_work_end} true
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active = camper@wait_for_actor
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on_death = death
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post_combat_time = 0, 0
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prior = 200
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[death]
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on_info = %+pri_b301_zulus_dead%
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[wounded]
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hp_state = 0|wounded_heavy@help_heavy
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hp_state_see = 0|wounded_heavy@help_heavy
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hp_victim = 0|nil
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hp_fight = 0|false
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hp_cover = 0|false
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[camper@wait_for_actor]
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path_walk = zulus_walk_1
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path_look = zulus_look_1
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out_restr = pri_b301_zulus_def_restr
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meet = no_meet
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on_info = {=dist_to_actor_le(50)} camper@defend %+pri_a301_zulus_start_scene%, {=actor_see_npc} camper@defend %+pri_a301_zulus_start_scene%
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wounded = wounded
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radius = 5
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def_state_campering_fire = threat_fire
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def_state_campering = threat
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[camper@defend]
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path_walk = zulus_walk_1
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path_look = zulus_look_1
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out_restr = pri_b301_zulus_def_restr
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meet = no_meet
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on_info = {+pri_b301_save_zulus_complete =dist_to_actor_le(8) +pri_b301_monster_death_1 +pri_b301_monster_death_2 +pri_b301_monster_death_3} remark@no_danger
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on_info2 = {-pri_b301_save_zulus_complete -pri_b301_zulus_hello_in_combat_sound =see_actor() =dist_to_actor_le(20)} %+pri_b301_zulus_hello_in_combat_sound =play_sound(pri_b301_zulus_hello_in_combat)%, {-pri_b301_save_zulus_complete -pri_b301_zulus_hello_in_combat_sound =dist_to_actor_le(5)} %+pri_b301_zulus_hello_in_combat_sound =play_sound(pri_b301_zulus_hello_in_combat)%
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on_info3 = {-pri_b301_save_zulus_complete} %=play_sound(pri_b301_zulus_surrounded)%
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on_info4 = {=dist_to_actor_ge(140)} %=destroy_object +pri_b301_zulus_destroy_alone_without_fight%
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wounded = wounded
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radius = 5
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def_state_campering_fire = threat_fire
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def_state_campering = threat
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[remark@no_danger]
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target = story | actor
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anim = guard_na
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on_signal = sound_end | remark@dialog
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meet = no_meet
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on_info = %=play_sound(pri_b301_zulus_after_fight)%
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wounded = wounded
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[remark@dialog]
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target = story | actor
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anim = guard
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on_info = {+pri_b301_zulus_remain_alone} walker@wait, {+pri_b301_zulus_go_alone} %+pri_b301_zulus_work_end%, {+pri_b301_go_on_base} %+pri_b301_zulus_work_end%
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on_info2 = {-pri_b301_go_on_base =dist_to_actor_ge(140) -pri_b301_zulus_destroy_alone} %=destroy_object +pri_b301_zulus_destroy_alone%
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meet = meet@self
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wounded = wounded
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[walker@wait]
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path_walk = zulus_walk_1
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path_look = zulus_look_1
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def_state_standing = sit_ass
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on_info = {-pri_b301_go_on_base =dist_to_actor_ge(140) -pri_b301_zulus_destroy_alone} %=destroy_object +pri_b301_zulus_destroy_alone%
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meet = meet
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[meet]
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use = {=actor_enemy} false, true
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use_wpn = {=actor_enemy} false, true
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meet_dialog = jup_b15_zulus_b301_after_fight
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trade_enable = false
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allow_break = false
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[meet@self]
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use = {=actor_enemy} false, {=dist_to_actor_le(3)} self, true
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use_wpn = {=actor_enemy} false, true
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meet_dialog = jup_b15_zulus_b301_after_fight
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trade_enable = false
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allow_break = false
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