add game&rawdata

This commit is contained in:
Vasily Petrov 2026-06-17 23:06:51 +03:00
parent 0133cd976c
commit 49b34b5546
45731 changed files with 709831 additions and 0 deletions

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[anomal_zone]
layers_count = 1
respawn_tries = 2
max_artefacts = 3
artefact_ways = zat_b100_af_way, zat_b100_af_way_2, zat_b100_af_way_3
artefacts = af_electra_sparkler, af_electra_flash, af_electra_moonlight, af_dummy_battery, af_dummy_dummy, af_ice
start_artefact = af_electra_sparkler
coeff = 3, 3, 2, 2, 1, 1

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[anomal_zone]
layers_count = 3
respawn_tries = 2
max_artefacts = 3
artefacts = af_blood, af_mincer_meat, af_soul, af_fuzz_kolobok, af_baloon, af_glass
coeff = 3, 3, 2, 2, 1, 1
artefact_ways = zat_b101_af_way, zat_b101_af_way_2, zat_b101_af_way_3
start_artefact = af_mincer_meat
field_name = zat_b101_zone_field_acidic_weak
[layer_1]
mines_section = mines_layer_1
[mines_layer_1]
zat_b101_zone_mine_acidic_weak
zat_b101_zone_mine_acidic_weak_0000
zat_b101_zone_mine_acidic_weak_0001
zat_b101_zone_mine_acidic_weak_0002
zat_b101_zone_mine_acidic_weak_0003
zat_b101_zone_mine_acidic_weak_0004
zat_b101_zone_mine_acidic_weak_0005
zat_b101_zone_mine_acidic_weak_0006
zat_b101_zone_mine_acidic_weak_0007
zat_b101_zone_mine_acidic_weak_0008
zat_b101_zone_mine_acidic_weak_0009
zat_b101_zone_mine_acidic_weak_0010
zat_b101_zone_mine_acidic_weak_0011
zat_b101_zone_mine_acidic_weak_0012
zat_b101_zone_mine_acidic_weak_0013
zat_b101_zone_mine_acidic_weak_0014
zat_b101_zone_mine_acidic_weak_0015
zat_b101_zone_mine_acidic_weak_0016
zat_b101_zone_mine_acidic_weak_0017
zat_b101_zone_mine_acidic_weak_0018
zat_b101_zone_mine_acidic_weak_0019
zat_b101_zone_mine_acidic_weak_0020
zat_b101_zone_mine_acidic_weak_0021
zat_b101_zone_mine_acidic_weak_0022
zat_b101_zone_mine_acidic_weak_0023
zat_b101_zone_mine_acidic_weak_0024
zat_b101_zone_mine_acidic_weak_0025
zat_b101_zone_mine_acidic_weak_0051
zat_b101_zone_mine_acidic_weak_0052
zat_b101_zone_mine_acidic_weak_0053
[layer_2]
mines_section = mines_layer_2
[mines_layer_2]
zat_b101_zone_mine_acidic_weak_0026
zat_b101_zone_mine_acidic_weak_0027
zat_b101_zone_mine_acidic_weak_0028
zat_b101_zone_mine_acidic_weak_0029
zat_b101_zone_mine_acidic_weak_0030
zat_b101_zone_mine_acidic_weak_0031
zat_b101_zone_mine_acidic_weak_0032
zat_b101_zone_mine_acidic_weak_0033
zat_b101_zone_mine_acidic_weak_0034
zat_b101_zone_mine_acidic_weak_0035
zat_b101_zone_mine_acidic_weak_0036
zat_b101_zone_mine_acidic_weak_0037
zat_b101_zone_mine_acidic_weak_0038
zat_b101_zone_mine_acidic_weak_0039
zat_b101_zone_mine_acidic_weak_0040
zat_b101_zone_mine_acidic_weak_0041
zat_b101_zone_mine_acidic_weak_0042
zat_b101_zone_mine_acidic_weak_0043
zat_b101_zone_mine_acidic_weak_0044
zat_b101_zone_mine_acidic_weak_0045
zat_b101_zone_mine_acidic_weak_0046
zat_b101_zone_mine_acidic_weak_0047
zat_b101_zone_mine_acidic_weak_0048
zat_b101_zone_mine_acidic_weak_0049
zat_b101_zone_mine_acidic_weak_0050
zat_b101_zone_mine_acidic_weak_0051
zat_b101_zone_mine_acidic_weak_0052
zat_b101_zone_mine_acidic_weak_0053
[layer_3]
mines_section = mines_layer_3
[mines_layer_3]
zat_b101_zone_mine_acidic_weak
zat_b101_zone_mine_acidic_weak_0006
zat_b101_zone_mine_acidic_weak_0009
zat_b101_zone_mine_acidic_weak_0010
zat_b101_zone_mine_acidic_weak_0011
zat_b101_zone_mine_acidic_weak_0012
zat_b101_zone_mine_acidic_weak_0015
zat_b101_zone_mine_acidic_weak_0023
zat_b101_zone_mine_acidic_weak_0024
zat_b101_zone_mine_acidic_weak_0027
zat_b101_zone_mine_acidic_weak_0028
zat_b101_zone_mine_acidic_weak_0029
zat_b101_zone_mine_acidic_weak_0030
zat_b101_zone_mine_acidic_weak_0031
zat_b101_zone_mine_acidic_weak_0032
zat_b101_zone_mine_acidic_weak_0034
zat_b101_zone_mine_acidic_weak_0035
zat_b101_zone_mine_acidic_weak_0036
zat_b101_zone_mine_acidic_weak_0037
zat_b101_zone_mine_acidic_weak_0038
zat_b101_zone_mine_acidic_weak_0040
zat_b101_zone_mine_acidic_weak_0042
zat_b101_zone_mine_acidic_weak_0045
zat_b101_zone_mine_acidic_weak_0046
zat_b101_zone_mine_acidic_weak_0049
zat_b101_zone_mine_acidic_weak_0050
zat_b101_zone_mine_acidic_weak_0051
zat_b101_zone_mine_acidic_weak_0052
zat_b101_zone_mine_acidic_weak_0053

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[anomal_zone]
layers_count = 3
respawn_tries = 1
max_artefacts = 2
;applying_force_xz = 200
;applying_force_y = 400
artefacts = af_medusa, af_cristall_flower, af_night_star, af_vyvert, af_gravi, af_gold_fish
start_artefact = af_night_star
coeff = 3, 3, 2, 2, 1, 1
artefact_ways = zat_b14_af_way, zat_b14_af_way_2, zat_b14_af_way_3
field_name = zat_b14_zone_field_radioactive_weak
[mines_core]
zat_b14_zone_mine_gravitational_weak
zat_b14_zone_mine_gravitational_weak_0000
zat_b14_zone_mine_gravitational_weak_0001
zat_b14_zone_mine_gravitational_weak_0002
zat_b14_zone_mine_gravitational_weak_0003
zat_b14_zone_mine_gravitational_weak_0004
zat_b14_zone_mine_gravitational_weak_0005
zat_b14_zone_mine_gravitational_weak_0006
zat_b14_zone_mine_gravitational_weak_0007
zat_b14_zone_mine_gravitational_weak_0008
zat_b14_zone_mine_gravitational_weak_0009
zat_b14_zone_mine_gravitational_weak_0010
zat_b14_zone_mine_gravitational_weak_0011
zat_b14_zone_mine_gravitational_weak_0012
zat_b14_zone_mine_gravitational_weak_0013
[layer_1]
mines_section = mines_layer_1
[mines_layer_1]:mines_core
zat_b14_zone_mine_gravitational_weak_0018
zat_b14_zone_mine_gravitational_weak_0019
zat_b14_zone_mine_gravitational_weak_0020
[layer_2]
mines_section = mines_layer_2
[mines_layer_2]:mines_core
zat_b14_zone_mine_gravitational_weak_0015
zat_b14_zone_mine_gravitational_weak_0017
[layer_3]
mines_section = mines_layer_3
[mines_layer_3]:mines_core
zat_b14_zone_mine_gravitational_weak_0014
zat_b14_zone_mine_gravitational_weak_0016

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[anomal_zone]
layers_count = 3
respawn_tries = 2
max_artefacts = 3
;applying_force_xz = 200
;applying_force_y = 400
artefacts = af_cristall, af_fireball, af_dummy_glassbeads, af_eye, af_fire
start_artefact = af_cristall
coeff = 3, 3, 2, 2, 1
artefact_ways = zat_b20_af_way_1, zat_b20_af_way_2, zat_b20_af_way_3
[mines_core]
zat_b20_zone_mine_thermal_average_0001
zat_b20_zone_mine_thermal_average_0003
zat_b20_zone_mine_thermal_average_0006
zat_b20_zone_mine_thermal_average_0009
zat_b20_zone_mine_thermal_average_0011
zat_b20_zone_mine_thermal_average_0016
zat_b20_zone_mine_thermal_average_0017
zat_b20_zone_mine_thermal_average_0018
zat_b20_zone_mine_thermal_average_0019
zat_b20_zone_mine_thermal_average_0029
zat_b20_zone_mine_thermal_average_0030
zat_b20_zone_mine_thermal_average_0031
zat_b20_zone_mine_thermal_average_0032
zat_b20_zone_mine_thermal_average_0070
zat_b20_zone_mine_thermal_average_0036
zat_b20_zone_mine_thermal_average_0038
zat_b20_zone_mine_thermal_average_0040
zat_b20_zone_mine_thermal_average_0047
zat_b20_zone_mine_thermal_average_0052
zat_b20_zone_mine_thermal_average_0071
zat_b20_zone_mine_thermal_average_0064
zat_b20_zone_mine_thermal_average_0074
[layer_1]
mines_section = mines_layer_1
[mines_layer_1]:mines_core
zat_b20_zone_mine_thermal_average
zat_b20_zone_mine_thermal_average_0002
zat_b20_zone_mine_thermal_average_0007
zat_b20_zone_mine_thermal_average_0013
zat_b20_zone_mine_thermal_average_0021
zat_b20_zone_mine_thermal_average_0023
zat_b20_zone_mine_thermal_average_0024
zat_b20_zone_mine_thermal_average_0028
zat_b20_zone_mine_thermal_average_0048
zat_b20_zone_mine_thermal_average_0050
zat_b20_zone_mine_thermal_average_0058
zat_b20_zone_mine_thermal_average_0059
zat_b20_zone_mine_thermal_average_0067
zat_b20_zone_mine_thermal_average_0071
zat_b20_zone_mine_thermal_average_0054
zat_b20_zone_mine_thermal_average_0043
[layer_2]
mines_section = mines_layer_2
[mines_layer_2]:mines_core
zat_b20_zone_mine_thermal_average_0004
zat_b20_zone_mine_thermal_average_0010
zat_b20_zone_mine_thermal_average_0012
zat_b20_zone_mine_thermal_average_0014
zat_b20_zone_mine_thermal_average_0020
zat_b20_zone_mine_thermal_average_0022
zat_b20_zone_mine_thermal_average_0026
zat_b20_zone_mine_thermal_average_0037
zat_b20_zone_mine_thermal_average_0051
zat_b20_zone_mine_thermal_average_0056
zat_b20_zone_mine_thermal_average_0062
zat_b20_zone_mine_thermal_average_0035
[layer_3]
mines_section = mines_layer_3
[mines_layer_3]:mines_core
zat_b20_zone_mine_thermal_average_0000
zat_b20_zone_mine_thermal_average_0005
zat_b20_zone_mine_thermal_average_0015
zat_b20_zone_mine_thermal_average_0025
zat_b20_zone_mine_thermal_average_0027
zat_b20_zone_mine_thermal_average_0033
zat_b20_zone_mine_thermal_average_0034
zat_b20_zone_mine_thermal_average_0041
zat_b20_zone_mine_thermal_average_0042
zat_b20_zone_mine_thermal_average_0046
zat_b20_zone_mine_thermal_average_0053
zat_b20_zone_mine_thermal_average_0057
zat_b20_zone_mine_thermal_average_0060
zat_b20_zone_mine_thermal_average_0063
zat_b20_zone_mine_thermal_average_0066
zat_b20_zone_mine_thermal_average_0072

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[anomal_zone]
layers_count = 3
respawn_tries = 1
max_artefacts = 3
;applying_force_xz = 200
;applying_force_y = 400
artefacts = af_blood, af_mincer_meat, af_soul, af_fuzz_kolobok, af_baloon, af_glass
start_artefact = af_blood
coeff = 3, 3, 2, 2, 1, 1
artefact_ways = zat_b39_af_way, zat_b39_af_way_2, zat_b39_af_way_3
field_name = zat_b39_zone_field_acidic_weak, zat_b39_zone_field_acidic_average, zat_b39_zone_field_acidic_strong, zat_b39_zone_field_psychic_average
[mines_core]
zat_b39_zone_mine_acidic_weak
zat_b39_zone_mine_acidic_weak_0000
zat_b39_zone_mine_acidic_weak_0001
zat_b39_zone_mine_acidic_weak_0002
zat_b39_zone_mine_acidic_weak_0003
zat_b39_zone_mine_acidic_weak_0004
zat_b39_zone_mine_acidic_weak_0005
zat_b39_zone_mine_acidic_weak_0006
zat_b39_zone_mine_acidic_weak_0007
zat_b39_zone_mine_acidic_weak_0008
zat_b39_zone_mine_acidic_weak_0009
zat_b39_zone_mine_acidic_weak_0010
zat_b39_zone_mine_acidic_weak_0011
zat_b39_zone_mine_acidic_weak_0012
zat_b39_zone_mine_acidic_weak_0013
zat_b39_zone_mine_acidic_weak_0014
zat_b39_zone_mine_acidic_weak_0015
zat_b39_zone_mine_acidic_weak_0016
[layer_1]
mines_section = mines_layer_1
[mines_layer_1]:mines_core
zat_b39_zone_mine_acidic_weak_0017
zat_b39_zone_mine_acidic_weak_0018
zat_b39_zone_mine_acidic_weak_0023
zat_b39_zone_mine_acidic_weak_0024
zat_b39_zone_mine_acidic_weak_0027
zat_b39_zone_mine_acidic_weak_0029
[layer_2]
mines_section = mines_layer_2
[mines_layer_2]:mines_core
zat_b39_zone_mine_acidic_weak_0022
zat_b39_zone_mine_acidic_weak_0026
zat_b39_zone_mine_acidic_weak_0028
zat_b39_zone_mine_acidic_weak_0030
zat_b39_zone_mine_acidic_weak_0031
[layer_3]
mines_section = mines_layer_3
[mines_layer_3]:mines_core
zat_b39_zone_mine_acidic_weak_0019
zat_b39_zone_mine_acidic_weak_0020
zat_b39_zone_mine_acidic_weak_0021
zat_b39_zone_mine_acidic_weak_0025

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[anomal_zone]
layers_count = 2
respawn_tries = 1
max_artefacts = 2
;applying_force_xz = 200
;applying_force_y = 400
artefacts = af_blood, af_mincer_meat, af_soul, af_fuzz_kolobok, af_baloon, af_glass
start_artefact = af_mincer_meat
coeff = 3, 3, 2, 2, 1, 1
artefact_ways = zat_b44_af_way_2, zat_b44_af_way_3
[layer_1]
mines_section = mines_layer_1
[mines_layer_1]
zat_b44_zone_mine_acidic_average
zat_b44_zone_mine_acidic_average_0000
zat_b44_zone_mine_acidic_average_0001
zat_b44_zone_mine_acidic_average_0002
zat_b44_zone_mine_acidic_average_0003
zat_b44_zone_mine_acidic_average_0004
zat_b44_zone_mine_acidic_average_0005
[layer_2]
mines_section = mines_layer_2
[mines_layer_2]
zat_b44_zone_mine_acidic_average_0006
zat_b44_zone_mine_acidic_average_0007
zat_b44_zone_mine_acidic_average_0008
zat_b44_zone_mine_acidic_average_0009
zat_b44_zone_mine_acidic_average_0010
zat_b44_zone_mine_acidic_average_0011

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[anomal_zone]
layers_count = 1
respawn_tries = 1
max_artefacts = 2
;applying_force_xz = 200
;applying_force_y = 400
artefacts = af_medusa, af_cristall_flower, af_night_star, af_vyvert, af_gravi, af_gold_fish
start_artefact = af_vyvert
coeff = 3, 3, 2, 2, 1, 1
artefact_ways = zat_b44_af_way_1, zat_b44_af_way_4

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[anomal_zone]
layers_count = 3
respawn_tries = 2
max_artefacts = 3
;applying_force_xz = 200
;applying_force_y = 400
artefacts = af_cristall, af_fireball, af_dummy_glassbeads, af_eye, af_fire
start_artefact = af_dummy_glassbeads
coeff = 3, 3, 2, 2, 1
artefact_ways = zat_b53_af_way, zat_b53_af_way_2, zat_b53_af_way_3
;field_name = zat_b53_zone_field_thermal_weak
;test parameters
;start_artefact = af_medusa
;coeffs_section = {+actor_was_in_many_bad_places} coeff2, coeff
;coeff2 = 1, 1, 1, 1, 1
[mines_core]
zat_b53_mine_thermal_with_steam_0002
zat_b53_mine_thermal_with_steam_0003
zat_b53_mine_thermal_with_steam_0019
[layer_1]
mines_section = mines_layer_1
[mines_layer_1]:mines_core
zat_b53_mine_thermal_with_steam_0010
zat_b53_mine_thermal_with_steam_0011
zat_b53_mine_thermal_with_steam_0012
zat_b53_mine_thermal_with_steam_0014
zat_b53_mine_thermal_with_steam_0017
zat_b53_mine_thermal_with_steam_0020
zat_b53_mine_thermal_with_steam_0021
zat_b53_mine_thermal_with_steam_0022
zat_b53_mine_thermal_with_steam_0023
[layer_2]
mines_section = mines_layer_2
[mines_layer_2]:mines_core
zat_b53_mine_thermal_with_steam_0005
zat_b53_mine_thermal_with_steam_0008
zat_b53_mine_thermal_with_steam_0009
zat_b53_mine_thermal_with_steam_0013
zat_b53_mine_thermal_with_steam_0015
zat_b53_mine_thermal_with_steam_0016
zat_b53_mine_thermal_with_steam_0018
zat_b53_mine_thermal_with_steam_0024
[layer_3]
mines_section = mines_layer_3
[mines_layer_3]:mines_core
zat_b53_mine_thermal_with_steam_0001
zat_b53_mine_thermal_with_steam_0004
zat_b53_mine_thermal_with_steam_0006
zat_b53_mine_thermal_with_steam_0007
zat_b53_mine_thermal_with_steam_0014
zat_b53_mine_thermal_with_steam_0016
zat_b53_mine_thermal_with_steam_0017
zat_b53_mine_thermal_with_steam_0020
zat_b53_mine_thermal_with_steam_0024

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[anomal_zone]
layers_count = 1
respawn_tries = 2
max_artefacts = 2
;applying_force_xz = 200
applying_force_y = 200
artefacts = af_electra_sparkler, af_electra_flash, af_electra_moonlight, af_dummy_battery, af_dummy_dummy, af_ice
start_artefact = af_electra_flash
coeff = 3, 3, 2, 2, 1, 1
artefact_ways = zat_b54_af_way

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[anomal_zone]
layers_count = 1
respawn_tries = 1
max_artefacts = 2
;applying_force_xz = 200
;applying_force_y = 400
artefacts = af_medusa, af_cristall_flower, af_night_star, af_vyvert, af_gravi, af_gold_fish
start_artefact = af_cristall_flower
coeff = 3, 3, 2, 2, 1, 1
artefact_ways = zat_b55_af_way, zat_b55_af_way_2

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[anomal_zone]
layers_count = 3
respawn_tries = 2
max_artefacts = 3
;applying_force_xz = 200
;applying_force_y = 400
artefacts = af_cristall, af_fireball, af_dummy_glassbeads, af_eye, af_fire
coeff = 3, 3, 2, 2, 1
artefact_ways = zat_b56_af_way, zat_b56_af_way_2, zat_b56_af_way_3
start_artefact = af_fireball
;field_name = zaton_b56_zone_field_thermal_average
[mines_core]
zaton_b56_zone_mine_thermal_average_0000
zaton_b56_zone_mine_thermal_average_0001
zaton_b56_zone_mine_thermal_average_0002
zaton_b56_zone_mine_thermal_average_0003
zaton_b56_zone_mine_thermal_average_0004
[layer_1]
mines_section = mines_layer_1
[mines_layer_1]:mines_core
zat_b56_zone_mine_thermal_weak
zat_b56_zone_mine_thermal_weak_0002
zat_b56_zone_mine_thermal_weak_0004
zat_b56_zone_mine_thermal_weak_0007
[layer_2]
mines_section = mines_layer_2
[mines_layer_2]:mines_core
zat_b56_zone_mine_thermal_weak_0000
zat_b56_zone_mine_thermal_weak_0001
zat_b56_zone_mine_thermal_weak_0008
zat_b56_zone_mine_thermal_weak_0010
[layer_3]
mines_section = mines_layer_3
[mines_layer_3]:mines_core
zat_b56_zone_mine_thermal_weak_0003
zat_b56_zone_mine_thermal_weak_0005
zat_b56_zone_mine_thermal_weak_0006
zat_b56_zone_mine_thermal_weak_0009

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[anomal_zone]
layers_count = 1
respawn_tries = 2
max_artefacts = 3
;applying_force_xz = 200
;applying_force_y = 400
artefacts = af_cristall, af_fireball, af_dummy_glassbeads, af_eye, af_electra_sparkler, af_electra_flash, af_electra_moonlight, af_dummy_battery, af_medusa, af_cristall_flower, af_night_star, af_vyvert, af_blood, af_mincer_meat, af_soul, af_fuzz_kolobok
coeff = 3, 3, 2, 2, 3, 3, 2, 2, 3, 3, 2, 2, 3, 3, 2, 2
artefact_ways = zat_wa_way_1, zat_wa_way_2, zat_wa_way_3, zat_wa_way_4, zat_wa_way_5, zat_wa_way_6, zat_wa_way_7, zat_wa_way_8, zat_wa_way_9

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[smart_terrain];zat_a1
squad_id = 54
max_population = 3

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[smart_terrain];zat_a23_smart_terrain
squad_id = 53
max_population = 2
[exclusive]
zat_a23_zombie_01 = zaton\zat_a23_zombie.ltx
zat_a23_zombie_02 = zaton\zat_a23_zombie.ltx
zat_a23_zombie_03 = zaton\zat_a23_zombie.ltx
zat_a23_zombie_04 = zaton\zat_a23_zombie.ltx
zat_a23_zombie_05 = zaton\zat_a23_zombie.ltx
zat_a23_zombie_06 = zaton\zat_a23_zombie.ltx
zat_a23_giant = zaton\zat_a23_giant.ltx

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@ -0,0 +1,7 @@
[smart_terrain]
squad_id = 52
max_population = 2
[exclusive]
zat_b100_poltergeist_01 = zaton\zat_b100_poltergeist_normal_tele.ltx
zat_b100_poltergeist_02 = zaton\zat_b100_poltergeist_normal_tele.ltx

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@ -0,0 +1,5 @@
[smart_terrain]
squad_id = 51
max_population = 2
[exclusive]

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[smart_terrain];zat_b103_merc_smart
squad_id = 50
max_population = 3
;safe_restr = zat_b103_sr_safety_zone
def_restr = zat_b103_sr_def_restr
[exclusive]
lost_merc_leader = zaton\zat_b103_lost_merc_leader.ltx
lost_merc_1 = zaton\zat_b103_lost_mercs.ltx
lost_merc_2 = zaton\zat_b103_lost_mercs.ltx
lost_merc_3 = zaton\zat_b103_lost_mercs.ltx
lost_merc_4 = zaton\zat_b103_lost_mercs.ltx
lost_merc_5 = zaton\zat_b103_lost_mercs.ltx
lost_merc_6 = zaton\zat_b103_lost_mercs.ltx
lost_merc_7 = zaton\zat_b103_lost_mercs.ltx
surge_job_leader = zaton\zat_b103_surge_jobs.ltx
surge_job_1 = zaton\zat_b103_surge_jobs.ltx
surge_job_2 = zaton\zat_b103_surge_jobs.ltx
surge_job_3 = zaton\zat_b103_surge_jobs.ltx
surge_job_4 = zaton\zat_b103_surge_jobs.ltx
surge_job_5 = zaton\zat_b103_surge_jobs.ltx
surge_job_6 = zaton\zat_b103_surge_jobs.ltx
surge_job_7 = zaton\zat_b103_surge_jobs.ltx

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[smart_terrain];zat_b104_zombied
squad_id = 49
max_population = 4
respawn_params = respawn@zat_b104_zombied
[respawn@zat_b104_zombied]
spawn_zombied
[spawn_zombied]
spawn_squads = zombied_sim_squad_novice, zombied_sim_squad_novice, zombied_sim_squad_advanced
spawn_num = {+zat_b104_task_end} 4, 0
[exclusive]
;leave this for sim - zombies only
zat_b104_zombied_1_1 = zaton\zat_b104_zombied_logic.ltx
zat_b104_zombied_1_2 = zaton\zat_b104_zombied_logic.ltx
zat_b104_zombied_1_3 = zaton\zat_b104_zombied_logic.ltx
zat_b104_zombied_1_4 = zaton\zat_b104_zombied_logic.ltx
zat_b104_zombied_1_5 = zaton\zat_b104_zombied_logic.ltx
zat_b104_zombied_1_6 = zaton\zat_b104_zombied_logic.ltx
zat_b104_zombied_1_7 = zaton\zat_b104_zombied_logic.ltx
zat_b104_zombied_2_1 = zaton\zat_b104_zombied_logic.ltx
zat_b104_zombied_2_2 = zaton\zat_b104_zombied_logic.ltx
zat_b104_zombied_2_3 = zaton\zat_b104_zombied_logic.ltx
zat_b104_zombied_2_4 = zaton\zat_b104_zombied_logic.ltx
zat_b104_zombied_2_5 = zaton\zat_b104_zombied_logic.ltx
zat_b104_zombied_2_6 = zaton\zat_b104_zombied_logic.ltx
zat_b104_zombied_2_7 = zaton\zat_b104_zombied_logic.ltx
zat_b104_zombied_3_1 = zaton\zat_b104_zombied_logic.ltx
zat_b104_zombied_3_2 = zaton\zat_b104_zombied_logic.ltx
zat_b104_zombied_3_3 = zaton\zat_b104_zombied_logic.ltx
zat_b104_zombied_3_4 = zaton\zat_b104_zombied_logic.ltx
zat_b104_zombied_3_5 = zaton\zat_b104_zombied_logic.ltx
zat_b104_zombied_3_6 = zaton\zat_b104_zombied_logic.ltx
zat_b104_zombied_3_7 = zaton\zat_b104_zombied_logic.ltx

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[smart_terrain]
squad_id = 48
max_population = 1
;arrive_dist = 120
[exclusive]
zat_b106_chimera = zaton\zat_b106_chimera.ltx
zat_b106_gonta_lair = zaton\zat_b106_gonta_lair.ltx
zat_b106_garmata_lair = zaton\zat_b106_garmata_lair.ltx

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[smart_terrain]
squad_id = 47
max_population = 1

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[smart_terrain];zat_b14_smart_terrain
squad_id = 46
max_population = 1
[exclusive]
b14_stalker_1 = zaton\zat_b14_stalker_1.ltx
b14_stalker_2 = zaton\zat_b14_stalker_2.ltx
b14_stalker_3 = zaton\zat_b14_stalker_3.ltx

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[smart_terrain]
squad_id = 45
max_population = 2
[exclusive]
zat_b18_noah = zaton\zat_b18_noah.ltx
dog_noah = zaton\zat_b18_dog_noah.ltx

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[smart_terrain]
squad_id = 44
max_population = 1
[exclusive]
zat_b20_noah_teleport = zaton\zat_b20_noah_teleport.ltx

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[smart_terrain];zat_b28
squad_id = 43
max_population = 1
respawn_only_smart = true
respawn_params = respawn@zat_b28
[respawn@zat_b28]
spawn_snork
[spawn_snork]
spawn_squads = simulation_snork
spawn_num = {+zat_b28_heli_3_searched} 2, 0
[exclusive]
;pls leave this for sim - snorks only
snork_1 = zaton\zat_b28_snork_1.ltx
snork_2 = zaton\zat_b28_snork_2.ltx
snork_3 = zaton\zat_b28_snork_3.ltx
snork_4 = zaton\zat_b28_snork_4.ltx
snork_5 = zaton\zat_b28_snork_5.ltx

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[smart_terrain]
squad_id = 42
max_population = 1
[exclusive]
;please leave this for sim - snorks only
zat_b33_snork_jump_01 = zaton\zat_b33_snork_jump.ltx
zat_b33_snork_jump_02 = zaton\zat_b33_snork_jump.ltx
zat_b33_snork_jump_03 = zaton\zat_b33_snork_jump.ltx
zat_b33_snork_jump_04 = zaton\zat_b33_snork_jump.ltx
zat_b33_snork_jump_05 = zaton\zat_b33_snork_jump.ltx

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[smart_terrain]
squad_id = 41
max_population = 3
[exclusive]
bloodsucker_1 = zaton\zat_b38_bloodsuckers.ltx
bloodsucker_2 = zaton\zat_b38_bloodsuckers.ltx
zat_b38_stalker_cop_in_lair = zaton\zat_b38_stalker_cop.ltx
gas_bloodsucker_1 = zaton\zat_b57_gas_bloodsuckers.ltx
gas_bloodsucker_2 = zaton\zat_b57_gas_bloodsuckers.ltx

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@ -0,0 +1,14 @@
[smart_terrain]
squad_id = 40
max_population = 1
[exclusive]
sleeper_bloodsucker_1 = zaton\zat_b38_sleeper_bloodsuckers.ltx
sleeper_bloodsucker_2 = zaton\zat_b38_sleeper_bloodsuckers.ltx
sleeper_bloodsucker_3 = zaton\zat_b38_sleeper_bloodsuckers.ltx
sleeper_bloodsucker_4 = zaton\zat_b38_sleeper_bloodsuckers.ltx
sleeper_bloodsucker_5 = zaton\zat_b38_sleeper_bloodsuckers.ltx
sleeper_bloodsucker_6 = zaton\zat_b38_sleeper_bloodsuckers.ltx
sleeper_bloodsucker_7 = zaton\zat_b38_sleeper_bloodsuckers.ltx
sleeper_bloodsucker_8 = zaton\zat_b38_sleeper_bloodsuckers.ltx
sleeper_bloodsucker_9 = zaton\zat_b38_sleeper_bloodsuckers.ltx

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[smart_terrain]
squad_id = 39
max_population = 1
respawn_params = respawn@zat_b39
[respawn@zat_b39]
spawn_dogs
[spawn_dogs]
spawn_squads = simulation_dog
spawn_num = 1
[exclusive]
;------ ñîáà÷êè íà õîëìàõ, âîçëå "ñîçíîäóáà" ------
;please leave this for sim - dogs only
zat_b39_dog_1 = zaton\zat_b39_dogs_squad.ltx
zat_b39_dog_2 = zaton\zat_b39_dogs_squad.ltx
zat_b39_dog_3 = zaton\zat_b39_dogs_squad.ltx
;please leave this for sim - stalkers only
zat_b29_stalker_rival_leader = zaton\zat_b29_stalkers_rivals.ltx
zat_b29_stalker_rival_2 = zaton\zat_b29_stalkers_rivals.ltx
zat_b29_stalker_rival_3 = zaton\zat_b29_stalkers_rivals.ltx

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[smart_terrain];zat_b40_smart_terrain
squad_id = 38
max_population = 4
[exclusive]
zat_b40_guard_leader_01 = zaton\zat_b40_mercs.ltx
zat_b40_guard_leader_02 = zaton\zat_b40_mercs.ltx
;leave this for sim - killers only
zat_b40_guard_01 = zaton\zat_b40_mercs.ltx
zat_b40_guard_02 = zaton\zat_b40_mercs.ltx
zat_b40_guard_03 = zaton\zat_b40_mercs.ltx
zat_b40_guard_04 = zaton\zat_b40_mercs.ltx
zat_b40_guard_05 = zaton\zat_b40_mercs.ltx
zat_b40_guard_06 = zaton\zat_b40_mercs.ltx
zat_b40_guard_07 = zaton\zat_b40_mercs.ltx
zat_b40_guard_08 = zaton\zat_b40_mercs.ltx

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@ -0,0 +1,6 @@
[smart_terrain]
squad_id = 37
max_population = 2
[exclusive]
zat_b42_controller = zaton\zat_b42_controller.ltx

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@ -0,0 +1,11 @@
[smart_terrain]
squad_id = 35
max_population = 1
arrive_dist = 100
[exclusive]
port_bandit_1_leader = zaton\zat_b52_port_bandits.ltx
port_bandit_2 = zaton\zat_b52_port_bandits.ltx
port_bandit_3 = zaton\zat_b52_port_bandits.ltx
port_bandit_4 = zaton\zat_b52_port_bandits.ltx
port_bandit_5 = zaton\zat_b52_port_bandits.ltx

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@ -0,0 +1,11 @@
[smart_terrain];zat_b53
squad_id = 34
max_population = 1
[exclusive]
zat_b53_artefact_hunter_1 = zaton\zat_b53_artefact_hunter_1.ltx
zat_b53_artefact_hunter_2 = zaton\zat_b53_artefact_hunter_2.ltx
;pls leave this for sim - stalkers only
zat_b29_stalker_rival_leader = zaton\zat_b29_stalkers_rivals.ltx
zat_b29_stalker_rival_2 = zaton\zat_b29_stalkers_rivals.ltx
zat_b29_stalker_rival_3 = zaton\zat_b29_stalkers_rivals.ltx

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@ -0,0 +1,9 @@
[smart_terrain]
squad_id = 33
max_population = 1
[exclusive]
;please leave this for sim - stalkers only
zat_b29_stalker_rival_leader = zaton\zat_b29_stalkers_rivals.ltx
zat_b29_stalker_rival_2 = zaton\zat_b29_stalkers_rivals.ltx
zat_b29_stalker_rival_3 = zaton\zat_b29_stalkers_rivals.ltx

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@ -0,0 +1,9 @@
[smart_terrain]
squad_id = 32
max_population = 1
[exclusive]
;please leave this for sim - stalkers only
zat_b29_stalker_rival_leader = zaton\zat_b29_stalkers_rivals.ltx
zat_b29_stalker_rival_2 = zaton\zat_b29_stalkers_rivals.ltx
zat_b29_stalker_rival_3 = zaton\zat_b29_stalkers_rivals.ltx

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@ -0,0 +1,11 @@
[smart_terrain]
squad_id = 31
max_population = 1
[exclusive]
;please leave this for sim - stalkers only
zat_b29_stalker_rival_leader = zaton\zat_b29_stalkers_rivals.ltx
zat_b29_stalker_rival_2 = zaton\zat_b29_stalkers_rivals.ltx
zat_b29_stalker_rival_3 = zaton\zat_b29_stalkers_rivals.ltx
;please leave this for sim - polters only only
zat_b56_polter = zaton\zat_b56_polter.ltx

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[smart_terrain]zat_b5
squad_id = 36
max_population = 3
arrive_dist = 120
[exclusive]
zat_b7_bandit_boss_sultan_b5 = zaton\zat_b7_duty_illicit_dealer_b5.ltx
zat_b5_dealer_assistant_1 = zaton\zat_b5_dealer_assistant_1.ltx
zat_b5_dealer_assistant_2 = zaton\zat_b5_dealer_assistant_2.ltx
zat_b5_stalker_commander = zaton\zat_b5_stalker_commander.ltx
zat_b5_stalker_1 = zaton\zat_b5_stalker_1.ltx
zat_b5_stalker_2 = zaton\zat_b5_stalker_2.ltx
zat_b5_stalker_3 = zaton\zat_b5_stalker_3.ltx
zat_b5_stalker_4 = zaton\zat_b5_stalker_4.ltx
zat_b7_bandit_boss_sultan = zaton\zat_b7_bandit_boss_sultan_b5.ltx
zat_b5_stalker_raider_1 = zaton\zat_b5_stalker_raider_1.ltx
zat_b5_stalker_raider_2 = zaton\zat_b5_stalker_raider_2.ltx
zat_b5_stalker_raider_3 = zaton\zat_b5_stalker_raider_3.ltx
zat_b5_stalker_raider_4 = zaton\zat_b5_stalker_raider_4.ltx

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@ -0,0 +1,36 @@
[smart_terrain]
squad_id = 29
max_population = 2
respawn_params = respawn@zat_b7
[respawn@zat_b7]
spawn_bandit@novice
spawn_bandit@advanced
spawn_bandit@master
[spawn_bandit@novice]
spawn_squads = bandit_sim_squad_novice
spawn_num = {-zat_b28_heli_3_searched -zat_b100_heli_2_searched -zat_b101_heli_5_searched +zat_b7_task_end +zat_b7_actor_help_bandits} 2, 0
[spawn_bandit@advanced]
spawn_squads = bandit_sim_squad_novice, bandit_sim_squad_advanced
spawn_num = {+jup_b218_pripyat_group_gathering} 0, {+zat_b28_heli_3_searched +zat_b7_task_end +zat_b7_actor_help_bandits} 2, {+zat_b100_heli_2_searched +zat_b7_task_end +zat_b7_actor_help_bandits} 2, {+zat_b101_heli_5_searched +zat_b7_task_end +zat_b7_actor_help_bandits} 2, 0
[spawn_bandit@master]
spawn_squads = bandit_sim_squad_veteran, bandit_sim_squad_advanced
spawn_num = {+jup_b218_pripyat_group_gathering +zat_b7_task_end +zat_b7_actor_help_bandits} 2, 0
[exclusive]
zat_b7_stalker_victim_1 = zaton\zat_b7_stalker_victim.ltx
zat_b7_stalker_victim_2 = zaton\zat_b7_stalker_victim.ltx
zat_b7_stalker_victim_3 = zaton\zat_b7_stalker_victim.ltx
zat_b7_stalker_victim_4 = zaton\zat_b7_stalker_victim.ltx
zat_b7_stalker_victim_5 = zaton\zat_b7_stalker_victim.ltx
zat_b7_stalker_victim_6 = zaton\zat_b7_stalker_victim.ltx
zat_b7_stalker_victim_7 = zaton\zat_b7_stalker_victim.ltx
zat_b7_stalker_raider_leader_after = zaton\zat_b7_stalker_raider.ltx
;sim
;in addition there are 1 guard and 3 walkers
zat_b7_guard_walker = zaton\zat_b7_stalker_victim.ltx
zat_b7_stalker_victim_sleeper_1 = zaton\zat_b7_stalker_victim.ltx
zat_b7_stalker_victim_sleeper_2 = zaton\zat_b7_stalker_victim.ltx

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@ -0,0 +1,9 @@
[smart_terrain]
squad_id = 30
arrive_dist = 100000
[exclusive]
zat_b7_stalker_raider_leader_attack = zaton\zat_b7_stalker_raider.ltx
zat_b7_stalker_raider_1_attack = zaton\zat_b7_stalker_raider.ltx
zat_b7_stalker_raider_2_attack = zaton\zat_b7_stalker_raider.ltx
zat_b7_stalker_raider_3_attack = zaton\zat_b7_stalker_raider.ltx

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@ -0,0 +1,6 @@
[smart_terrain]
squad_id = 28
max_population = 1
[exclusive]
zat_b22_stalker_medic = zaton\zat_b22_stalker_medic.ltx

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[smart_terrain];zat_sim_1
squad_id = 27
max_population = 2

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[smart_terrain];zat_sim_10
squad_id = 26
max_population = 2

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[smart_terrain];zat_sim_11
squad_id = 25
max_population = 1
spawn_point = zat_sim_11_spawn_point

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[smart_terrain];zat_sim_12
squad_id = 24
spawn_point = zat_sim_12_spawn_point
max_population = 1

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[smart_terrain];zat_sim_13
squad_id = 23
max_population = 1
spawn_point = zat_sim_13_spawn_point
respawn_params = respawn@zat_sim_13
[respawn@zat_sim_13]
spawn_bandit@novice
spawn_bandit@advanced
spawn_bandit@master
[spawn_bandit@novice]
spawn_squads = bandit_sim_squad_novice
spawn_num = {-zat_b28_heli_3_searched -zat_b100_heli_2_searched -zat_b101_heli_5_searched} 2, 0
[spawn_bandit@advanced]
spawn_squads = bandit_sim_squad_novice, bandit_sim_squad_advanced
spawn_num = {+jup_b218_pripyat_group_gathering} 0, {+zat_b28_heli_3_searched} 2, {+zat_b100_heli_2_searched} 2, {+zat_b101_heli_5_searched} 2, 0
[spawn_bandit@master]
spawn_squads = bandit_sim_squad_veteran, bandit_sim_squad_advanced
spawn_num = {+jup_b218_pripyat_group_gathering} 2, 0

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[smart_terrain];zat_sim_14
squad_id = 22
max_population = 1
spawn_point = zat_sim_14_spawn_point

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[smart_terrain];zat_sim_15
squad_id = 21
spawn_point = zat_sim_15_spawn_point
max_population = 1

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[smart_terrain];zat_sim_16
squad_id = 20
spawn_point = zat_sim_16_spawn_point
max_population = 2

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[smart_terrain];zat_sim_17
squad_id = 19
max_population = 1

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@ -0,0 +1,18 @@
[smart_terrain];zat_sim_18
squad_id = 18
max_population = 1
;respawn_only_smart = true
respawn_params = respawn@zat_sim_18
[respawn@zat_sim_18]
spawn_mix_dogs
spawn_mix_boar_flesh
[spawn_mix_boar_flesh]
spawn_squads = simulation_boar, simulation_flesh, simulation_mix_boar_flesh
spawn_num = 4
[spawn_mix_dogs]
spawn_squads = simulation_pseudodog, simulation_dog, simulation_mix_dogs
spawn_num = 4

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[smart_terrain];zat_sim_19
squad_id = 17
max_population = 1

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[smart_terrain];zat_sim_2
squad_id = 16
max_population = 2
respawn_params = respawn@zat_sim_2
[respawn@zat_sim_2]
spawn_boar
spawn_flesh
[spawn_boar]
spawn_squads = simulation_boar
spawn_num = 1
[spawn_flesh]
spawn_squads = simulation_flesh
spawn_num = 2

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[smart_terrain];zat_sim_20
squad_id = 15
max_population = 1

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@ -0,0 +1,3 @@
[smart_terrain];zat_sim_21
squad_id = 14
max_population = 1

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[smart_terrain];zat_sim_22
squad_id = 13
max_population = 1

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[smart_terrain];zat_sim_23
squad_id = 12
max_population = 1
respawn_params = respawn@zat_sim_23
[respawn@zat_sim_23]
spawn_bloodsucker
[spawn_bloodsucker]
spawn_squads = simulation_bloodsucker
spawn_num = 1

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[smart_terrain];zat_sim_24
squad_id = 11
max_population = 1

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@ -0,0 +1,3 @@
[smart_terrain];zat_sim_25
squad_id = 10
max_population = 2

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@ -0,0 +1,11 @@
[smart_terrain];zat_sim_26
squad_id = 9
max_population = 1
respawn_params = respawn@zat_sim_26
[respawn@zat_sim_26]
spawn_chimera
[spawn_chimera]
spawn_squads = simulation_chimera
spawn_num = {+zat_b106_hunt_finish +zat_b28_heli_3_searched} 1, {+zat_b106_hunt_finish +zat_b100_heli_2_searched} 1, {+zat_b106_hunt_finish +zat_b101_heli_5_searched} 1, 0

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[smart_terrain];zat_sim_27
squad_id = 55
max_population = 1

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[smart_terrain];zat_sim_28
squad_id = 56
max_population = 1
respawn_only_smart = true
respawn_params = respawn@zat_sim_b28
[respawn@zat_sim_b28]
spawn_bandit@novice
spawn_bandit@advanced
spawn_bandit@master
[spawn_bandit@novice]
spawn_squads = bandit_sim_squad_novice
spawn_num = {-zat_b28_heli_3_searched -zat_b100_heli_2_searched -zat_b101_heli_5_searched} 4, 0
[spawn_bandit@advanced]
spawn_squads = bandit_sim_squad_novice, bandit_sim_squad_advanced
spawn_num = {+jup_b218_pripyat_group_gathering} 0, {+zat_b28_heli_3_searched} 4, {+zat_b100_heli_2_searched} 4, {+zat_b101_heli_5_searched} 4, 0
[spawn_bandit@master]
spawn_squads = bandit_sim_squad_veteran, bandit_sim_squad_advanced
spawn_num = {+jup_b218_pripyat_group_gathering} 4, 0

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[smart_terrain];zat_sim_29
squad_id = 57
max_population = 1
respawn_only_smart = true
respawn_params = respawn@zat_sim_b29
[respawn@zat_sim_b29]
spawn_stalker@novice
spawn_stalker@advanced
spawn_stalker@master
[spawn_stalker@novice]
spawn_squads = stalker_sim_squad_novice
spawn_num = {+zat_a1_simulation_start -zat_b28_heli_3_searched -zat_b100_heli_2_searched -zat_b101_heli_5_searched} 4, 0
[spawn_stalker@advanced]
spawn_squads = stalker_sim_squad_novice, stalker_sim_squad_advanced
spawn_num = {+jup_b218_pripyat_group_gathering} 0, {+zat_a1_simulation_start +zat_b28_heli_3_searched} 4, {+zat_a1_simulation_start +zat_b100_heli_2_searched} 4, {+zat_a1_simulation_start +zat_b101_heli_5_searched} 4, 0
[spawn_stalker@master]
spawn_squads = stalker_sim_squad_advanced, stalker_sim_squad_advanced, stalker_sim_squad_veteran
spawn_num = {+zat_a1_simulation_start +jup_b218_pripyat_group_gathering} 4, 0

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[smart_terrain];zat_sim_3
squad_id = 8
max_population = 2

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[smart_terrain];zat_sim_30
squad_id = 58
max_population = 1
respawn_only_smart = true
respawn_params = respawn@zat_sim_b30
[respawn@zat_sim_b30]
spawn_mix_dogs
[spawn_mix_dogs]
spawn_squads = simulation_pseudodog, simulation_dog, simulation_mix_dogs
spawn_num = 2

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[smart_terrain];zat_sim_4
squad_id = 7
max_population = 1
respawn_only_smart = true
respawn_params = respawn@zat_sim_4
[respawn@zat_sim_4]
spawn_mix_boar_flesh
[spawn_mix_boar_flesh]
spawn_squads = simulation_boar, simulation_flesh, simulation_mix_boar_flesh
spawn_num = 2

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[smart_terrain];zat_sim_5
squad_id = 6
max_population = 1
respawn_params = respawn@zat_sim_5
[respawn@zat_sim_5]
spawn_mix_dogs
[spawn_mix_dogs]
spawn_squads = simulation_dog, simulation_dog, simulation_pseudodog
spawn_num = 4

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[smart_terrain];zat_sim_6
squad_id = 5
max_population = 2
respawn_only_smart = true
respawn_params = respawn@zat_sim_6
[respawn@zat_sim_6]
spawn_mix_boar_flesh
[spawn_mix_boar_flesh]
spawn_squads = simulation_boar, simulation_flesh, simulation_mix_boar_flesh
spawn_num = 4

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[smart_terrain];zat_sim_7
squad_id = 4
max_population = 1
respawn_params = respawn@zat_sim_7
[respawn@zat_sim_7]
spawn_bloodsucker
[spawn_bloodsucker]
spawn_squads = simulation_bloodsucker
spawn_num = {+zat_b57_bloodsucker_lair_clear} 0, {+zat_b38_disappearance_stalkers_meet_cop_later_give} 1, {+zat_b38_failed} 3, 0

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[smart_terrain];zat_sim_8
squad_id = 3
max_population = 1
respawn_params = respawn@zat_sim_8
[respawn@zat_sim_8]
spawn_mix_dogs
[spawn_mix_dogs]
spawn_squads = simulation_pseudodog, simulation_dog, simulation_mix_dogs, simulation_mix_dogs
spawn_num = 4

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[smart_terrain];zat_sim_9
squad_id = 2
max_population = 2

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[smart_terrain];zat_stalker_base_smart
squad_id = 1
def_restr = zat_a2_sr_noweap
safe_restr = zat_a2_sr_light
smart_control = smart_control
respawn_params = respawn@zat_stalker_base_smart
max_population = 6
arrive_dist = 65
[respawn@zat_stalker_base_smart]
spawn_stalker@novice
spawn_stalker@advanced
spawn_stalker@master
[spawn_stalker@novice]
spawn_squads = stalker_sim_squad_novice
spawn_num = {-zat_b28_heli_3_searched -zat_b100_heli_2_searched -zat_b101_heli_5_searched} 4, 0
[spawn_stalker@advanced]
spawn_squads = stalker_sim_squad_advanced, stalker_sim_squad_novice
spawn_num = {+jup_b218_pripyat_group_gathering} 0, {+zat_b28_heli_3_searched} 4, {+zat_b100_heli_2_searched} 4, {+zat_b101_heli_5_searched} 4, 0
[spawn_stalker@master]
spawn_squads = stalker_sim_squad_veteran, stalker_sim_squad_advanced
spawn_num = {+jup_b218_pripyat_group_gathering} 4, 0
[smart_control]
noweap_zone = zat_a2_sr_noweap
ignore_zone = zat_a2_sr_light
alarm_start_sound = zat_a2_base_alarm
alarm_stop_sound = zat_a2_base_relax
[exclusive]
zat_a2_stalker_barmen = zaton\zat_a2_stalker_barmen.ltx
zat_a2_stalker_mechanic = zaton\zat_a2_stalker_mechanic.ltx
zat_b30_owl_stalker_trader = zaton\zat_b30_owl_stalker_trader.ltx
zat_a2_stalker_nimble = zaton\zat_a2_stalker_nimble.ltx
zat_b33_stalker_snag = zaton\zat_b33_stalker_snag.ltx
zat_b38_stalker_medic = zaton\zat_b38_stalker_medic.ltx
zat_b29_stalker_rival = zaton\zat_b29_stalkers_rivals.ltx
zat_b7_bandit_boss_sultan = zaton\zat_b7_bandit_boss_sultan.ltx
zat_b7_stalker_raider_leader = zaton\zat_b7_stalker_raider.ltx
zat_b215_stalker_guide_zaton = zaton\zat_b215_stalker_guide_zaton.ltx
zat_b38_stalker_cop = zaton\zat_b38_stalker_cop.ltx
zat_b106_stalker_gonta = zaton\zat_b106_stalker_gonta.ltx
zat_b106_stalker_garmata = zaton\zat_b106_stalker_garmata.ltx
zat_b106_stalker_crab = zaton\zat_b106_stalker_crab.ltx
zat_b7_stalker_victim_leader = zaton\zat_a2_logic.ltx
zat_b14_stalker = zaton\zat_b14_stalker_1_base.ltx
;generic jobs
zat_a2_guarder_1 = zaton\zat_a2_logic.ltx
zat_a2_guarder_2 = zaton\zat_a2_logic.ltx
zat_a2_guarder_3 = zaton\zat_a2_logic.ltx
zat_a2_guarder_4 = zaton\zat_a2_logic.ltx
zat_a2_guarder_5 = zaton\zat_a2_logic.ltx
zat_a2_guarder_6 = zaton\zat_a2_logic.ltx
zat_a2_animp_1 = zaton\zat_a2_logic.ltx
zat_a2_animp_2 = zaton\zat_a2_logic.ltx
zat_a2_animp_3 = zaton\zat_a2_logic.ltx
zat_a2_animp_4 = zaton\zat_a2_logic.ltx
zat_a2_animp_5 = zaton\zat_a2_logic.ltx
zat_a2_animp_6 = zaton\zat_a2_logic.ltx
zat_a2_animp_7 = zaton\zat_a2_logic.ltx
zat_a2_animp_8 = zaton\zat_a2_logic.ltx
zat_a2_animp_9 = zaton\zat_a2_logic.ltx
zat_a2_animp_10 = zaton\zat_a2_logic.ltx
zat_a2_animp_11 = zaton\zat_a2_logic.ltx
zat_a2_animp_12 = zaton\zat_a2_logic.ltx
zat_a2_animp_13 = zaton\zat_a2_logic.ltx
zat_a2_animp_14 = zaton\zat_a2_logic.ltx
zat_a2_animp_15 = zaton\zat_a2_logic.ltx
zat_a2_animp_16 = zaton\zat_a2_logic.ltx
zat_a2_animp_17 = zaton\zat_a2_logic.ltx
zat_a2_animp_18 = zaton\zat_a2_logic.ltx
zat_a2_animp_19 = zaton\zat_a2_logic.ltx
zat_a2_animp_20 = zaton\zat_a2_logic.ltx
zat_a2_animp_21 = zaton\zat_a2_logic.ltx
zat_a2_animp_22 = zaton\zat_a2_logic.ltx
;test jobs
zat_a2_barmen_trade = zaton\zat_a2_logic_addon.ltx
zat_a2_mechanic_trade = zaton\zat_a2_logic_addon.ltx

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[logic]
active = sr_idle@game_start
[sr_idle@game_start]
on_info = {=actor_on_level(zaton)} sr_idle@game_start_2 %=damage_actor_items_on_start%
[sr_idle@game_start_2]
on_info = sr_idle@timer %+zat_a1_game_start%
[sr_idle@timer]
on_game_timer = 3000 | sr_idle@free %+zat_a1_simulation_start%
on_info = {+about_skadovsk_dialog_done -zat_a2_reach_base} %+zat_a2_reach_base =give_task(zat_a2_reach_base)%
on_info2 = {-zat_a2_reach_base =actor_in_zone(zat_a2_sr_noweap)} %+about_skadovsk_dialog_done +zat_a2_reach_base%
on_info3 = {-zat_a2_reached_skadovsk =actor_in_zone(zat_a2_sr_noweap)} %+zat_a2_reached_skadovsk =scenario_autosave(st_save_zat_a2_reached_skadovsk)%
[sr_idle@free]
on_info = {+about_skadovsk_dialog_done -zat_a2_reach_base} sr_idle@time %+zat_a2_reach_base =give_task(zat_a2_reach_base)%
on_info2 = {+zat_a2_reach_base} sr_idle@time
on_info3 = {-zat_a2_reach_base =actor_in_zone(zat_a2_sr_noweap)} %+about_skadovsk_dialog_done +zat_a2_reach_base%
[sr_idle@time]
on_game_timer = 43200 | sr_idle@nil %+zat_a1_trade_level_2%
on_info = {-zat_a2_reached_skadovsk =actor_in_zone(zat_a2_sr_noweap)} %+about_skadovsk_dialog_done +zat_a2_reach_base +zat_a2_reached_skadovsk =scenario_autosave(st_save_zat_a2_reached_skadovsk)%
[sr_idle@nil]

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[logic]
active = sr_idle@zat_a23_gauss_rifle_guard_spawn
[sr_idle@zat_a23_gauss_rifle_guard_spawn]
on_info = {-zat_a23_gauss_rifle_guard_spawned =actor_has_item(zat_a23_access_card)} sr_idle@zat_a23_wait_actor %+zat_a23_gauss_rifle_guard_spawned =create_squad(zat_a23_zombie_squad:zat_a23_smart_terrain) =create_squad(zat_a23_giant_squad:zat_a23_smart_terrain) =set_counter(zat_a23_zombied_attack:0) =set_counter(zat_a23_zombied_death:0)%, {+zat_a23_gauss_rifle_guard_spawned} sr_idle@zat_a23_wait_actor
on_info2 = {=actor_has_item(zat_a23_gauss_rifle_docs)} sr_idle@zat_a23_pick_documents %+zat_a23_actor_used_access_card%
[sr_idle@zat_a23_wait_actor]
on_info = {=counter_greater(zat_a23_zombied_attack:5)} sr_idle@zat_a23_pick_documents, {+zat_a23_actor_used_access_card} sr_idle@zat_a23_zombie_attak
on_info2 = {=actor_has_item(zat_a23_gauss_rifle_docs)} sr_idle@zat_a23_pick_documents %+zat_a23_actor_used_access_card%
[sr_idle@zat_a23_zombie_attak]
on_game_timer = 50 | sr_idle@zat_a23_wait_actor %=inc_counter(zat_a23_zombied_attack:1)%
on_info = {=counter_greater(zat_a23_zombied_death:5)} sr_idle@zat_a23_pick_documents
on_info2 = {=actor_has_item(zat_a23_gauss_rifle_docs)} sr_idle@zat_a23_pick_documents %+zat_a23_actor_used_access_card%
[sr_idle@zat_a23_pick_documents]
on_info = {=actor_has_item(zat_a23_gauss_rifle_docs)} sr_idle@zat_a23_cam_spawn %=run_postprocess(fade_in:7910) =disable_ui%
[sr_idle@zat_a23_cam_spawn]
on_game_timer = 20 | sr_idle@zat_a23_cam_time %=run_postprocess(black:7911:true) =create_cutscene_actor_with_weapon(zat_b100_actor:zat_a23_temp_actor_walk:0:0:3)%
[sr_idle@zat_a23_cam_time]
on_game_timer = 30 | sr_cutscene@zat_a23_cam_start %=stop_postprocess(7910) =stop_postprocess(7911)%
[sr_cutscene@zat_a23_cam_start]
point = zat_a23_cam_actor_walk
look = zat_a23_cam_actor_look
cam_effector = scenario_cam\zaton\zat_a23_documents_cam
global_cameffect = true
enable_ui_on_end = false
on_signal1 = theme_end | {-zat_a23_actor_has_gauss_rifle_documentation} %+zat_a23_actor_has_gauss_rifle_documentation =stop_sr_cutscene =run_postprocess(fade_in:7912) =give_actor(zat_a23_labx8_key) =give_task(pri_a19_lab_x8_investigation)%
on_signal2 = cameff_end | {+zat_a23_actor_has_gauss_rifle_documentation} sr_idle@zat_a23_cam_destroy
on_game_timer = 40 | %=play_sound(zat_a23_about_x8)%
[sr_idle@zat_a23_cam_destroy]
on_game_timer = 20 | {=object_exist(zat_b100_actor)} sr_idle@zat_a23_cam_end %=run_postprocess(black:7913:true) =destroy_object(story:zat_b100_actor) =destroy_object(story:zat_a23_gauss_rifle_docs_fake) =teleport_actor(zat_a23_cam_actor_walk:zat_a23_cam_actor_look)%, sr_idle@zat_a23_cam_end %=run_postprocess(black:7913:true) =destroy_object(story:zat_a23_gauss_rifle_docs_fake) =teleport_actor(zat_a23_cam_actor_walk:zat_a23_cam_actor_look)%
[sr_idle@zat_a23_cam_end]
on_game_timer = 20 | sr_idle@zat_a23_end %=stop_postprocess(7912) =stop_postprocess(7913) =enable_ui%
[sr_idle@zat_a23_end]
on_info = {-zat_a23_scenario_save_actor_has_gause_docs} %+zat_a23_scenario_save_actor_has_gause_docs =scenario_autosave(st_save_zat_a23_got_gauss_docs)%
on_info2 = {+zat_a23_scenario_save_actor_has_gause_docs} sr_idle@zat_a23_nil
[sr_idle@zat_a23_nil]

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[animated_object]
tip = {-zat_a23_actor_used_access_card} tip_door_blocked, none
on_start = true %=turn_off(zat_a23_light_switch_1_red_id) =turn_on(zat_a23_light_switch_1_flash_id)%
on_stop = true %=turn_off(zat_a23_light_switch_1_flash_id) =turn_on(zat_a23_light_switch_1_green_id)%

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[logic]
active = ph_button@turn_off
[ph_button@turn_off]
anim = idle
on_info = ph_button@no_card %=turn_off(zat_a23_light_switch_1_green_id) =turn_off(zat_a23_light_switch_1_flash_id)%
[ph_button@no_card]
anim = idle
tooltip = tip_no_access_card
on_info = {=actor_has_item(zat_a23_access_card)} ph_button@has_card
[ph_button@has_card]
anim = idle
tooltip = tip_need_access_card
on_press = ph_button@unlocked %=scenario_autosave(st_save_zat_a23_entered_test_center)%
on_info = {!actor_has_item(zat_a23_access_card)} ph_button@no_card
[ph_button@unlocked]
anim = idle
on_game_timer = 10 | {-zat_a23_actor_used_access_card} %+zat_a23_actor_used_access_card =anim_obj_forward(zat_a23_enter_door)%
tooltip = st_lx8_button_press_true

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; general section
[ph_door@zat_a23_exit_door_gen]
locked = false
snd_open_start = metal_small_open
snd_close_start = metal_small_close_start
snd_close_stop = metal_small_close_stop
; door section
[logic]
active = ph_door@closed_out
[ph_door@closed_out]:ph_door@zat_a23_exit_door_gen
closed = true
tip_open = tip_open_another_site
on_info = {=actor_in_zone(zat_a23_exit_door_restrictor)} ph_door@closed_in
[ph_door@open]:ph_door@zat_a23_exit_door_gen
closed = false
tip_close = tip_door_close
on_use = ph_door@closed_in
[ph_door@closed_in]ph_door@zat_a23_exit_door_gen
closed = true
tip_close = tip_door_open
on_use = ph_door@open

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[logic@zat_a23_giant]
suitable = {=target_squad_name(zat_a23_giant_squad)} true
monster_job = true
prior = 200
active = mob_walker@zat_a23_giant
on_hit = hit@zat_a23_giant
[hit@zat_a23_giant]
on_info = mob_home@zat_a23_giant
[mob_walker@zat_a23_giant]
path_walk = zat_a23_giant_walk
path_look = zat_a23_giant_home
out_restr = zat_a23_giant_restrictor
combat_ignore_cond = true
on_info = {=actor_in_zone(zat_a23_giant_restrictor)} mob_home@zat_a23_giant
[mob_home@zat_a23_giant]
path_home = zat_a23_giant_home
home_min_radius = 20
home_max_radius = 50
out_restr = zat_a23_giant_restrictor
aggressive = true

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;generic section
[death@zat_a23_zombie_gen]
on_info = %=inc_counter(zat_a23_zombied_death:1)%
[walker@zat_a23_zombie_gen]
path_look = zat_a23_zombie_attak
out_restr = zat_a23_zombie_restrictor
combat_ignore_cond = {!dist_to_actor_le(9)} true, false
[walker@zat_a23_zombie_attak]
path_walk = zat_a23_zombie_attak
out_restr = zat_a23_zombie_restrictor
[logic@zat_a23_zombie_gen]
suitable = {=npc_community(zombied)} true
prior = 200
post_combat_time = 0, 0
on_death = death@zat_a23_zombie_gen
;zombied works
[logic@zat_a23_zombie_01]:logic@zat_a23_zombie_gen
active = walker@zat_a23_zombie_01
[walker@zat_a23_zombie_01]:walker@zat_a23_zombie_gen
path_walk = zat_a23_zombie_06_walk
on_info1 = {=counter_equal(zat_a23_zombied_attack:1)} walker@zat_a23_zombie_attak
[logic@zat_a23_zombie_02]:logic@zat_a23_zombie_gen
active = walker@zat_a23_zombie_02
[walker@zat_a23_zombie_02]:walker@zat_a23_zombie_gen
path_walk = zat_a23_zombie_05_walk
on_info1 = {=counter_equal(zat_a23_zombied_attack:2)} walker@zat_a23_zombie_attak
[logic@zat_a23_zombie_03]:logic@zat_a23_zombie_gen
active = walker@zat_a23_zombie_03
[walker@zat_a23_zombie_03]:walker@zat_a23_zombie_gen
path_walk = zat_a23_zombie_01_walk
on_info1 = {=counter_equal(zat_a23_zombied_attack:3)} walker@zat_a23_zombie_attak
[logic@zat_a23_zombie_04]:logic@zat_a23_zombie_gen
active = walker@zat_a23_zombie_04
[walker@zat_a23_zombie_04]:walker@zat_a23_zombie_gen
path_walk = zat_a23_zombie_02_walk
on_info1 = {=counter_equal(zat_a23_zombied_attack:4)} walker@zat_a23_zombie_attak
[logic@zat_a23_zombie_05]:logic@zat_a23_zombie_gen
active = walker@zat_a23_zombie_05
[walker@zat_a23_zombie_05]:walker@zat_a23_zombie_gen
path_walk = zat_a23_zombie_04_walk
on_info1 = {=counter_equal(zat_a23_zombied_attack:5)} walker@zat_a23_zombie_attak
[logic@zat_a23_zombie_06]:logic@zat_a23_zombie_gen
active = walker@zat_a23_zombie_06
[walker@zat_a23_zombie_06]:walker@zat_a23_zombie_gen
path_walk = zat_a23_zombie_03_walk
on_info = {=counter_equal(zat_a23_zombied_attack:6)} walker@zat_a23_zombie_attak

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@ -0,0 +1,428 @@
;Guards
[logic@zat_a2_guarder_1]
active = walker@guarder_1
suitable = {=check_npc_name(sim_default_stalker) =npc_in_zone(zat_a2_sr_noweap) !surge_started} true
prior = 120
[walker@guarder_1]
path_walk = guarder_1_walk
path_look = guarder_1_look
on_info = {!actor_enemy =see_actor !npc_in_zone(zat_a2_sr_light) =actor_has_weapon =actor_in_zone(zat_a2_sr_noweap) =dist_to_actor_le(35)} remark@guarder_1
combat_ignore_cond = {=npc_in_zone(zat_a2_sr_light)} true, {=check_enemy_name(bandit)} true, false
out_restr = zat_a2_sr_noweap
in_restr = zat_a2_sr_light
use_camp = false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
[remark@guarder_1]
anim = threat
target = story | actor
on_info = {-zat_a2_base_guard} %+zat_a2_base_guard =play_sound(zat_a2_base_guard)%
on_game_timer = 75 | walker@guarder_1 %-zat_a2_base_guard%
combat_ignore_cond = {=npc_in_zone(zat_a2_sr_light)} true, {=check_enemy_name(bandit)} true, false
out_restr = zat_a2_sr_noweap
in_restr = zat_a2_sr_light
[logic@zat_a2_guarder_2]
active = walker@guarder_2
suitable = {=check_npc_name(sim_default_stalker) =npc_in_zone(zat_a2_sr_noweap) !surge_started} true
prior = 100
[walker@guarder_2]:walker@guarder_1
path_walk = guarder_2_walk
path_look = guarder_2_look
on_info = {!actor_enemy =see_actor !npc_in_zone(zat_a2_sr_light) =actor_has_weapon =actor_in_zone(zat_a2_sr_noweap) =dist_to_actor_le(35)} remark@guarder_2
[remark@guarder_2]:remark@guarder_1
on_game_timer = 75 | walker@guarder_2
[logic@zat_a2_guarder_3]
active = walker@guarder_3
suitable = {=check_npc_name(sim_default_stalker) =npc_in_zone(zat_a2_sr_noweap) !surge_started} true
prior = 100
[walker@guarder_3]:walker@guarder_1
path_walk = guarder_3_walk
path_look = guarder_3_look
on_info = {!actor_enemy =see_actor !npc_in_zone(zat_a2_sr_light) =actor_has_weapon =actor_in_zone(zat_a2_sr_noweap) =dist_to_actor_le(35)} remark@guarder_3
[remark@guarder_3]:remark@guarder_1
on_game_timer = 75 | walker@guarder_3
;Spartacus
[logic@zat_b7_stalker_victim_leader]
active = animpoint@zat_b7_stalker_victim_leader
suitable = {=check_npc_name(zat_b7_stalker_victim_1) =npc_in_zone(zat_a2_sr_noweap)} true
prior = 150
[animpoint@zat_b7_stalker_victim_leader]
reach_movement = walk_noweap
cover_name = zat_a2_sc_zat_b7_stalker_victim_leader
use_camp = false
meet = meet@base_zat_b7_stalker_victim_leader
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
out_restr = zat_a2_sr_noweap
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
[meet@base_zat_b7_stalker_victim_leader]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
use = {=actor_enemy} false, {=dist_to_actor_le(3)} true, false
snd_on_use = {!dist_to_actor_le(3)} nil
meet_on_talking = false
;animpoints
[logic@zat_a2_guarder_4]
active = animpoint@guarder_4
suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_noweap)} true
prior = 100
[logic@zat_a2_guarder_5]
active = animpoint@guarder_5
suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_noweap)} true
prior = 100
[logic@zat_a2_guarder_6]
active = animpoint@guarder_6
suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_noweap)} true
prior = 100
[logic@zat_a2_animp_1]
active = animpoint@zat_a2_animp_1
suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(stalker_raider) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(zat_b14_stalker_) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(artefact_hunter) =npc_in_zone(zat_a2_sr_noweap)} true
prior = 100
[logic@zat_a2_animp_2]
active = animpoint@zat_a2_animp_2
suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(stalker_raider) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(zat_b14_stalker_) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(artefact_hunter) =npc_in_zone(zat_a2_sr_noweap)} true
prior = 90
[logic@zat_a2_animp_3]
active = animpoint@zat_a2_animp_3
suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(stalker_raider) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(zat_b14_stalker_) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(artefact_hunter) =npc_in_zone(zat_a2_sr_noweap)} true
prior = 90
[logic@zat_a2_animp_4]
active = animpoint@zat_a2_animp_4
suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(stalker_raider) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(zat_b14_stalker_) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(artefact_hunter) =npc_in_zone(zat_a2_sr_noweap)} true
prior = 100
[logic@zat_a2_animp_5]
active = animpoint@zat_a2_animp_5
suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(stalker_raider) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(zat_b14_stalker_) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(artefact_hunter) =npc_in_zone(zat_a2_sr_noweap)} true
prior = 100
[logic@zat_a2_animp_6]
active = animpoint@zat_a2_animp_6
suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(stalker_raider) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(zat_b14_stalker_) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(artefact_hunter) =npc_in_zone(zat_a2_sr_noweap)} true
prior = 90
[logic@zat_a2_animp_7]
active = animpoint@zat_a2_animp_7
suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(stalker_raider) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(zat_b14_stalker_) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(artefact_hunter) =npc_in_zone(zat_a2_sr_noweap)} true
prior = 90
[logic@zat_a2_animp_8]
active = animpoint@zat_a2_animp_8
suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(stalker_raider) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(zat_b14_stalker_) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(artefact_hunter) =npc_in_zone(zat_a2_sr_noweap)} true
prior = 90
[logic@zat_a2_animp_9]
active = animpoint@zat_a2_animp_9
suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(stalker_raider) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(zat_b14_stalker_) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(artefact_hunter) =npc_in_zone(zat_a2_sr_noweap)} true
prior = 100
[logic@zat_a2_animp_10]
active = animpoint@zat_a2_animp_10
suitable = {=check_npc_name(sim_default) -zat_b14_stalkers_go_sim =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(zat_b14_stalker_) +zat_b14_stalkers_go_sim =npc_in_zone(zat_a2_sr_noweap)} true
prior = 100
[logic@zat_a2_animp_11]
active = animpoint@zat_a2_animp_11
suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(stalker_raider) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(zat_b14_stalker_) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(artefact_hunter) =npc_in_zone(zat_a2_sr_noweap)} true
prior = 100
[logic@zat_a2_animp_12]
active = animpoint@zat_a2_animp_12
suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(stalker_raider) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(zat_b14_stalker_) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(artefact_hunter) =npc_in_zone(zat_a2_sr_noweap)} true
prior = 90
[logic@zat_a2_animp_13]
active = animpoint@zat_a2_animp_13
suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(stalker_raider) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(zat_b14_stalker_) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(artefact_hunter) =npc_in_zone(zat_a2_sr_noweap)} true
prior = 90
[logic@zat_a2_animp_14]
active = animpoint@zat_a2_animp_14
suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(stalker_raider) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(zat_b14_stalker_) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(artefact_hunter) =npc_in_zone(zat_a2_sr_noweap)} true
prior = 100
[logic@zat_a2_animp_15]
active = animpoint@zat_a2_animp_15
suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(stalker_raider) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(zat_b14_stalker_) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(artefact_hunter) =npc_in_zone(zat_a2_sr_noweap)} true
prior = 100
[logic@zat_a2_animp_16]
active = animpoint@zat_a2_animp_16
suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(stalker_raider) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(zat_b14_stalker_) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(artefact_hunter) =npc_in_zone(zat_a2_sr_noweap)} true
prior = 100
[logic@zat_a2_animp_17]
active = animpoint@zat_a2_animp_17
suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(stalker_raider) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(zat_b14_stalker_) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(artefact_hunter) =npc_in_zone(zat_a2_sr_noweap)} true
prior = 90
[logic@zat_a2_animp_18]
active = animpoint@zat_a2_animp_18
suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(stalker_raider) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(zat_b14_stalker_) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(artefact_hunter) =npc_in_zone(zat_a2_sr_noweap)} true
prior = 90
[logic@zat_a2_animp_19]
active = animpoint@zat_a2_animp_19
suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(stalker_raider) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(zat_b14_stalker_) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(artefact_hunter) =npc_in_zone(zat_a2_sr_noweap)} true
prior = 100
[logic@zat_a2_animp_20]
active = animpoint@zat_a2_animp_20
suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(stalker_raider) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(zat_b14_stalker_) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(artefact_hunter) =npc_in_zone(zat_a2_sr_noweap)} true
prior = 100
[logic@zat_a2_animp_21]
active = animpoint@zat_a2_animp_21
suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(stalker_raider) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(zat_b14_stalker_) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(artefact_hunter) =npc_in_zone(zat_a2_sr_noweap)} true
prior = 105
[logic@zat_a2_animp_22]
active = animpoint@zat_a2_animp_22
suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(stalker_raider) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(zat_b14_stalker_) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(artefact_hunter) =npc_in_zone(zat_a2_sr_noweap)} true
prior = 100
[meet@zat_a2_animpoint_meet]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
use = {=actor_enemy} false, {=dist_to_actor_le(3)} true, false
snd_on_use = {!dist_to_actor_le(3)} nil
meet_on_talking = false
[animpoint@zat_a2_animp_gen]
reach_movement = walk_noweap
use_camp = true
meet = meet@zat_a2_animpoint_meet
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
out_restr = zat_a2_sr_noweap
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
[animpoint@zat_a2_animp_gen_reach]:animpoint@zat_a2_animp_gen
combat_ignore_keep_when_attacked = false
invulnerable = false
[animpoint@guarder_4]:animpoint@zat_a2_animp_gen
cover_name = zat_a2_sc_guarder_4
on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@guarder_4_reached
[animpoint@guarder_5]:animpoint@zat_a2_animp_gen
cover_name = zat_a2_sc_guarder_5
meet = no_meet
use_camp = false
on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@guarder_5_reached
[animpoint@guarder_6]:animpoint@zat_a2_animp_gen
cover_name = zat_a2_sc_guarder_6
meet = no_meet
use_camp = false
on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@guarder_6_reached
[animpoint@zat_a2_animp_1]:animpoint@zat_a2_animp_gen_reach
cover_name = zat_a2_animpoint_1
on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@zat_a2_animp_1_reached
[animpoint@zat_a2_animp_2]:animpoint@zat_a2_animp_gen_reach
cover_name = zat_a2_animpoint_2
on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@zat_a2_animp_2_reached
[animpoint@zat_a2_animp_3]:animpoint@zat_a2_animp_gen_reach
cover_name = zat_a2_animpoint_3
on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@zat_a2_animp_3_reached
[animpoint@zat_a2_animp_4]:animpoint@zat_a2_animp_gen_reach
cover_name = zat_a2_animpoint_4
on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@zat_a2_animp_4_reached
[animpoint@zat_a2_animp_5]:animpoint@zat_a2_animp_gen_reach
cover_name = zat_a2_animpoint_5
on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@zat_a2_animp_5_reached
[animpoint@zat_a2_animp_6]:animpoint@zat_a2_animp_gen_reach
cover_name = zat_a2_animpoint_6
on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@zat_a2_animp_6_reached
[animpoint@zat_a2_animp_7]:animpoint@zat_a2_animp_gen_reach
cover_name = zat_a2_animpoint_7
on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@zat_a2_animp_7_reached
[animpoint@zat_a2_animp_8]:animpoint@zat_a2_animp_gen_reach
cover_name = zat_a2_animpoint_8
on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@zat_a2_animp_8_reached
[animpoint@zat_a2_animp_9]:animpoint@zat_a2_animp_gen_reach
cover_name = zat_a2_animpoint_9
on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@zat_a2_animp_9_reached
[animpoint@zat_a2_animp_10]:animpoint@zat_a2_animp_gen_reach
cover_name = zat_a2_animpoint_10
on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@zat_a2_animp_10_reached
[animpoint@zat_a2_animp_11]:animpoint@zat_a2_animp_gen_reach
cover_name = zat_a2_animpoint_11
on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@zat_a2_animp_11_reached
[animpoint@zat_a2_animp_12]:animpoint@zat_a2_animp_gen_reach
cover_name = zat_a2_animpoint_12
on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@zat_a2_animp_12_reached
[animpoint@zat_a2_animp_13]:animpoint@zat_a2_animp_gen_reach
cover_name = zat_a2_animpoint_13
on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@zat_a2_animp_13_reached
[animpoint@zat_a2_animp_14]:animpoint@zat_a2_animp_gen_reach
cover_name = zat_a2_animpoint_14
on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@zat_a2_animp_14_reached
[animpoint@zat_a2_animp_15]:animpoint@zat_a2_animp_gen_reach
cover_name = zat_a2_animpoint_15
on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@zat_a2_animp_15_reached
[animpoint@zat_a2_animp_16]:animpoint@zat_a2_animp_gen_reach
cover_name = zat_a2_animpoint_16
on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@zat_a2_animp_16_reached
[animpoint@zat_a2_animp_17]:animpoint@zat_a2_animp_gen_reach
cover_name = zat_a2_animpoint_17
on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@zat_a2_animp_17_reached
[animpoint@zat_a2_animp_18]:animpoint@zat_a2_animp_gen_reach
cover_name = zat_a2_animpoint_18
on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@zat_a2_animp_18_reached
[animpoint@zat_a2_animp_19]:animpoint@zat_a2_animp_gen_reach
cover_name = zat_a2_animpoint_19
on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@zat_a2_animp_19_reached
[animpoint@zat_a2_animp_20]:animpoint@zat_a2_animp_gen_reach
cover_name = zat_a2_animpoint_20
on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@zat_a2_animp_20_reached
[animpoint@zat_a2_animp_21]:animpoint@zat_a2_animp_gen_reach
cover_name = zat_a2_animpoint_21
on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@zat_a2_animp_21_reached
[animpoint@zat_a2_animp_22]:animpoint@zat_a2_animp_gen_reach
cover_name = zat_a2_animpoint_22
on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@zat_a2_animp_22_reached
[animpoint@guarder_4_reached]:animpoint@zat_a2_animp_gen
cover_name = zat_a2_sc_guarder_4
[animpoint@guarder_5_reached]:animpoint@zat_a2_animp_gen
cover_name = zat_a2_sc_guarder_5
meet = no_meet
use_camp = false
[animpoint@guarder_6_reached]:animpoint@zat_a2_animp_gen
cover_name = zat_a2_sc_guarder_6
meet = no_meet
use_camp = false
[animpoint@zat_a2_animp_1_reached]:animpoint@zat_a2_animp_gen
cover_name = zat_a2_animpoint_1
[animpoint@zat_a2_animp_2_reached]:animpoint@zat_a2_animp_gen
cover_name = zat_a2_animpoint_2
[animpoint@zat_a2_animp_3_reached]:animpoint@zat_a2_animp_gen
cover_name = zat_a2_animpoint_3
[animpoint@zat_a2_animp_4_reached]:animpoint@zat_a2_animp_gen
cover_name = zat_a2_animpoint_4
[animpoint@zat_a2_animp_5_reached]:animpoint@zat_a2_animp_gen
cover_name = zat_a2_animpoint_5
[animpoint@zat_a2_animp_6_reached]:animpoint@zat_a2_animp_gen
cover_name = zat_a2_animpoint_6
[animpoint@zat_a2_animp_7_reached]:animpoint@zat_a2_animp_gen
cover_name = zat_a2_animpoint_7
[animpoint@zat_a2_animp_8_reached]:animpoint@zat_a2_animp_gen
cover_name = zat_a2_animpoint_8
[animpoint@zat_a2_animp_9_reached]:animpoint@zat_a2_animp_gen
cover_name = zat_a2_animpoint_9
[animpoint@zat_a2_animp_10_reached]:animpoint@zat_a2_animp_gen
cover_name = zat_a2_animpoint_10
[animpoint@zat_a2_animp_11_reached]:animpoint@zat_a2_animp_gen
cover_name = zat_a2_animpoint_11
[animpoint@zat_a2_animp_12_reached]:animpoint@zat_a2_animp_gen
cover_name = zat_a2_animpoint_12
[animpoint@zat_a2_animp_13_reached]:animpoint@zat_a2_animp_gen
cover_name = zat_a2_animpoint_13
[animpoint@zat_a2_animp_14_reached]:animpoint@zat_a2_animp_gen
cover_name = zat_a2_animpoint_14
[animpoint@zat_a2_animp_15_reached]:animpoint@zat_a2_animp_gen
cover_name = zat_a2_animpoint_15
[animpoint@zat_a2_animp_16_reached]:animpoint@zat_a2_animp_gen
cover_name = zat_a2_animpoint_16
[animpoint@zat_a2_animp_17_reached]:animpoint@zat_a2_animp_gen
cover_name = zat_a2_animpoint_17
[animpoint@zat_a2_animp_18_reached]:animpoint@zat_a2_animp_gen
cover_name = zat_a2_animpoint_18
[animpoint@zat_a2_animp_19_reached]:animpoint@zat_a2_animp_gen
cover_name = zat_a2_animpoint_19
[animpoint@zat_a2_animp_20_reached]:animpoint@zat_a2_animp_gen
cover_name = zat_a2_animpoint_20
[animpoint@zat_a2_animp_21_reached]:animpoint@zat_a2_animp_gen
cover_name = zat_a2_animpoint_21
[animpoint@zat_a2_animp_22_reached]:animpoint@zat_a2_animp_gen
cover_name = zat_a2_animpoint_22

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[walker@zat_a2_jobs]
meet = meet@zat_a2_jobs_meet
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
[meet@zat_a2_jobs_meet]
close_anim = nil
close_snd_hello = nil
close_snd_bye = nil
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
use = false
allow_break = false
[logic@zat_a2_barmen_trade]
active = walker@zat_a2_barmen_trade
suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_light) +test_ifoportion_here} true
prior = 200
[walker@zat_a2_barmen_trade]:walker@zat_a2_jobs
;zat_stalker_base_smart_barmen_trade_walk
;zat_stalker_base_smart_barmen_trade_look
path_walk = barmen_trade_walk
path_look = barmen_trade_look
[logic@zat_a2_mechanic_trade]
active = walker@zat_a2_mechanic_trade
suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_light) +test_ifoportion_here} true
prior = 200
[walker@zat_a2_mechanic_trade]:walker@zat_a2_jobs
;zat_stalker_base_smart_mechanic_trade_walk
;zat_stalker_base_smart_mechanic_trade_look
path_walk = mechanic_trade_walk
path_look = mechanic_trade_look

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[logic]
active = ph_idle@wait
[ph_idle@wait]
on_info = {=actor_in_zone(zat_a2_sr_noweap) !actor_in_zone(zat_a2_sr_light) !check_smart_alarm_status(zat_stalker_base_smart:normal)} ph_idle@pleaseplease
[ph_idle@pleaseplease]
on_info = {=check_smart_alarm_status(zat_stalker_base_smart:danger)} %=play_sound(zat_a2_base_megaphone)%
on_info2 = {=check_smart_alarm_status(zat_stalker_base_smart:alarm)} ph_idle@swear
on_info3 = {=check_smart_alarm_status(zat_stalker_base_smart:normal)} ph_idle@wait
on_info4 = {!actor_in_zone(zat_a2_sr_noweap)} ph_idle@wait
on_info5 = {=actor_in_zone(zat_a2_sr_light)} ph_idle@wait
[ph_idle@swear]
on_info = {!check_smart_alarm_status(zat_stalker_base_smart:alarm)} ph_idle@spawn
on_info2 = {!actor_in_zone(zat_a2_sr_noweap)} ph_idle@spawn
on_info3 = {=actor_in_zone(zat_a2_sr_light)} ph_idle@wait
[ph_idle@spawn]
on_info = ph_idle@wait

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[logic]
active = ph_door@closed
[ph_door@closed]
closed = true
locked = false
on_use = ph_door@open
on_info = {!check_smart_alarm_status(zat_stalker_base_smart:normal) !actor_in_zone(zat_a2_sr_light)} ph_door@locked
snd_open_start = trader_door_open_start
snd_close_start = trader_door_close_start
snd_close_stop = trader_door_close_stop
[ph_door@open]
closed = false
locked = false
on_use = ph_door@closed
on_info = {!check_smart_alarm_status(zat_stalker_base_smart:normal) !actor_in_zone(zat_a2_sr_light)} ph_door@locked
on_game_timer = 50 | ph_door@closed
snd_open_start = trader_door_open_start
snd_close_start = trader_door_close_start
snd_close_stop = trader_door_close_stop
[ph_door@locked]
closed = true
locked = true
on_info = {=check_smart_alarm_status(zat_stalker_base_smart:normal)} ph_door@closed
on_info2 = {=check_smart_alarm_status(zat_stalker_base_smart:alarm)} ph_door@locked_alarm
on_info3 = {=actor_in_zone(zat_a2_sr_light)} ph_door@closed
snd_open_start = trader_door_locked
tip_open = tip_door_closed_hide_weapon
[ph_door@locked_alarm]
closed = true
locked = true
on_info = {=check_smart_alarm_status(zat_stalker_base_smart:normal)} ph_door@closed
on_info2 = {=check_smart_alarm_status(zat_stalker_base_smart:danger)} ph_door@locked
snd_open_start = trader_door_locked
tip_open = tip_door_closed_base_alarm

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[logic]
active = sr_light
[sr_light]
light_on = false

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[logic]
active = sr_idle@wait
[sr_idle@wait]
on_actor_inside = {=check_smart_alarm_status(zat_stalker_base_smart:normal) !actor_has_weapon} sr_no_weapon@wait
on_info = {=actor_in_zone(zat_surge_hide_a2)} sr_no_weapon@wait
[sr_no_weapon@wait]
on_actor_outside = sr_idle@wait

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[logic@zat_a2_stalker_barmen]
suitable = {=check_npc_name(zat_a2_stalker_barmen)} true
trade = misc\trade\trade_zat_a2_barmen.ltx
prior = 200
active = animpoint@bar
can_select_weapon = false
level_spot = trader
[animpoint@bar]
cover_name = zat_a2_sc_barmen
avail_animations = animpoint_stay_table_no_rnd
use_camp = false
meet = meet
on_info = {+zat_b14_stalker_change_smart -zat_b14_cut_scene_1_point_03} remark@wait
on_info2 = {+zat_b29_rival_sound_played} remark@b29_get_af
;on_info3 = {!npc_in_zone(zat_a2_sr_barmen)} %=teleport_npc(zat_stalker_base_smart_spawn_barmen)%
out_restr = zat_a2_sr_noweap
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
[meet]
close_snd_hello = {-zat_b30_barmen_under_sultan} zat_a2_stalker_barmen_greeting, zat_a2_stalker_barmen_greeting_angry
close_snd_bye = {-zat_b30_barmen_under_sultan} zat_a2_stalker_barmen_farewell, zat_a2_stalker_barmen_farewell_angry
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
close_snd_distance = 3
abuse = false
use = {=actor_enemy} false, true
allow_break = false
meet_on_talking = false
meet_on_talking = false
;Ñöåíà â áàðå
[remark@wait]
target = story | zat_b14_stalker_1
anim = ward_noweap
on_info = {+zat_b14_cut_scene_1_point_01} remark@zat_b14_scene_1_stalker_bye
meet = no_meet
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
out_restr = zat_a2_sr_noweap
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
[remark@zat_b14_scene_1_stalker_bye]
target = story | zat_b14_stalker_1
anim = ward_noweap
on_info = %=play_sound(zat_b14_scene_1_linker_reply)%
on_info2 = {-zat_b14_cut_scene_linker_have_artefact} %=spawn_item_to_npc(af_quest_b14_twisted) =seize_money_to_npc(1000) +zat_b14_cut_scene_linker_have_artefact%
snd_anim_sync = true
on_signal = sound_end | remark@wait_2 %+zat_b14_cut_scene_1_point_02%
meet = no_meet
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
[remark@wait_2]
target = story | zat_b14_stalker_1
anim = ward_noweap
on_info = {+zat_b14_cut_scene_1_point_03} animpoint@bar
meet = no_meet
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
out_restr = zat_a2_sr_noweap
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
;Íîøåíèå àðòåôàêòîâ
[remark@b29_get_af]
target = job | zat_b29_stalker_rival, zat_stalker_base_smart
anim = zat_b14_give_artefact_act
on_info = {-zat_b29_linker_take_af_from_rival} %=play_sound(zat_a2_linker_b29_take_order)%
on_signal = sound_end | %+zat_b29_linker_take_af_from_rival -zat_b29_rival_sound_played%
on_info2 = {+zat_b29_stalker_rival_1_found_af +zat_b29_linker_take_af_from_rival +zat_b29_adv_task_given +zat_b29_exclusive_conditions} animpoint@bar %=relocate_item_b29(zat_b29_stalker_rival_1:zat_a2_stalker_barmen)%
on_info3 = {+zat_b29_stalker_rival_2_found_af +zat_b29_linker_take_af_from_rival +zat_b29_adv_task_given +zat_b29_exclusive_conditions} animpoint@bar %=relocate_item_b29(zat_b29_stalker_rival_2:zat_a2_stalker_barmen)%
on_info4 = {+zat_b29_stalker_rival_1_found_af +zat_b29_linker_take_af_from_rival +zat_b29_adv_task_given -zat_b29_exclusive_conditions} animpoint@bar %=relocate_item_b29(zat_b29_stalker_rival_default_1:zat_a2_stalker_barmen)%
on_info5 = {+zat_b29_stalker_rival_2_found_af +zat_b29_linker_take_af_from_rival +zat_b29_adv_task_given -zat_b29_exclusive_conditions} animpoint@bar %=relocate_item_b29(zat_b29_stalker_rival_default_2:zat_a2_stalker_barmen)%
on_info6 = {-zat_b29_adv_task_given} animpoint@bar %-zat_b29_rival_sound_played%
meet = no_meet
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
out_restr = zat_a2_sr_noweap
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

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@ -0,0 +1,109 @@
[logic@zat_a2_stalker_mechanic]
suitable = {=check_npc_name(zat_a2_stalker_mechanic)}
prior = 200
active = animpoint@base
can_select_weapon = false
level_spot = mechanic
[animpoint@base]
cover_name = zat_a2_sc_tech
reach_distance = 2
avail_animations = zat_b3_tech_idle
use_camp = false
out_restr = zat_a2_sr_noweap
meet = meet
on_info = {+zat_b3_tech_out =dist_to_actor_ge(20)} animpoint@sleep, {+zat_b3_tech_drinking +zat_b3_tech_out} animpoint@drinking %-zat_b3_tech_drinked_out%, {+zat_b3_tech_drinking +zat_b3_tech_have_couple_dose} animpoint@drinking %-zat_b3_tech_drinked_out%, {+zat_b3_tech_drinking +zat_b3_tech_have_one_dose} animpoint@drinking %-zat_b3_tech_drinked_out%
on_info2 = {+zat_b3_tech_see_produce_62 -zat_b3_tech_has_awaken -zat_b3_tech_shocked} animpoint@shocked %-zat_b3_tech_waked_up +zat_b3_tech_shocked%
on_info3 = {=dist_to_actor_ge(75)} %-zat_b3_mech_greetings%, {+zat_b3_tech_see_produce_62 =see_actor =dist_to_actor_le(3) -zat_b3_mech_greetings} %=play_sound(zat_b3_tech_drink_no_more) +zat_b3_mech_greetings%, {+zat_b3_tech_have_couple_dose +zat_b3_tech_discount_1 =see_actor =dist_to_actor_le(3) -zat_b3_mech_greetings} %=play_sound(zat_b3_tech_realy_drunk_discount) +zat_b3_mech_greetings%, {+zat_b3_tech_have_couple_dose -zat_b3_tech_discount_1 =see_actor =dist_to_actor_le(3) -zat_b3_mech_greetings} %=play_sound(zat_b3_tech_realy_drunk) +zat_b3_mech_greetings%, {+zat_b3_tech_have_one_dose +zat_b3_tech_discount_1 =see_actor =dist_to_actor_le(3) -zat_b3_mech_greetings} %=play_sound(zat_b3_tech_drunk_discount) +zat_b3_mech_greetings%, {+zat_b3_tech_have_one_dose -zat_b3_tech_discount_1 =see_actor =dist_to_actor_le(3) -zat_b3_mech_greetings} %=play_sound(zat_b3_tech_drunk) +zat_b3_mech_greetings%, {-zat_b3_tech_have_one_dose =see_actor =dist_to_actor_le(3) -zat_b3_mech_greetings} %=play_sound(zat_b3_tech_sober) +zat_b3_mech_greetings%
on_info4 = {=dist_to_actor_ge(20)} %+zat_b3_tech_waked_up +zat_b3_tech_drinked_out%
on_game_timer = 100 | %+zat_b3_tech_waked_up +zat_b3_tech_drinked_out%
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
on_info5 = {=npc_talking} animpoint@short_idle
[animpoint@short_idle]:animpoint@base
avail_animations = zat_b3_tech_idle_short
on_actor_dist_ge_nvis = 10 | animpoint@base
[meet]
close_snd_hello = nil
close_snd_bye = nil
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
use = {+zat_b3_tech_waked_up +zat_b3_tech_drinked_out} true, false
allow_break = false
meet_dialog = {+zat_b3_tech_see_produce_62 -zat_a23_actor_has_access_card_to_testing_workshop} zat_b3_stalker_tech_produce_62_start
meet_on_talking = false
[animpoint@drinking]
cover_name = zat_a2_sc_tech
reach_distance = 2
avail_animations = zat_b3_tech_drink
use_camp = false
out_restr = zat_a2_sr_noweap
on_game_timer = 37 | {-zat_b3_tech_take_dose +zat_b3_tech_out} %=play_sound(zat_b3_tech_take_third_dose) +zat_b3_tech_take_dose%, {-zat_b3_tech_take_dose +zat_b3_tech_have_couple_dose} %=play_sound(zat_b3_tech_take_second_dose) +zat_b3_tech_take_dose%, {-zat_b3_tech_take_dose +zat_b3_tech_have_one_dose} %=play_sound(zat_b3_tech_take_first_dose) +zat_b3_tech_take_dose%
on_game_timer2 = 42 | {+zat_b3_tech_out} animpoint@sleep %-zat_b3_tech_drinking -zat_b3_tech_take_dose -zat_b3_tech_waked_up%, animpoint@base %-zat_b3_tech_drinking -zat_b3_tech_take_dose%
meet = no_meet
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
[animpoint@sleep]
cover_name = zat_a2_sc_tech
reach_distance = 2
avail_animations = zat_b3_tech_drunk
use_camp = false
on_game_timer = 220 | %+zat_a2_mech_sleep_sound%
on_info = {-zat_b3_tech_out} animpoint@base %-zat_a2_mech_sleep_sound%
on_info2 = {=dist_to_actor_ge(20)} %-zat_b3_mech_sleeping%, {=see_actor =dist_to_actor_le(4) -zat_b3_mech_sleeping +zat_a2_mech_sleep_sound} %=play_sound(zat_b3_tech_sleep_) +zat_b3_mech_sleeping%
meet = meet@sleep
out_restr = zat_a2_sr_noweap
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
[meet@sleep]
close_snd_hello = nil
close_snd_bye = nil
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
snd_on_use = zat_b3_tech_no_sleep_
abuse = false
use = false
meet_on_talking = false
[animpoint@shocked]
cover_name = zat_a2_sc_tech ;refuse
reach_distance = 2
avail_animations = zat_b3_tech_surprise
use_camp = false
out_restr = zat_a2_sr_noweap
on_game_timer = 20 | {-zat_b3_tech_see_produce_62_done} %=play_sound(zat_b3_tech_see_produce_62) +zat_b3_tech_see_produce_62_done%
on_game_timer2 = 150 | {-zat_b3_tech_surprise_anim_end} %+zat_b3_tech_surprise_anim_end%
target = story | actor
on_info = {+zat_b3_tech_surprise_anim_end -zat_b3_tech_see_produce_62_quest} animpoint@sleep %+zat_b3_tech_out -zat_b3_tech_drinking +zat_b3_tech_see_produce_62_quest%
meet = no_meet
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

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[logic@zat_a2_stalker_nimble]
suitable = {=check_npc_name(zat_a2_stalker_nimble)} true
prior = 200
active = animpoint@base
level_spot = trader
[animpoint@base]
cover_name = zat_a2_sc_zat_a2_stalker_nimble
reach_movement = walk_noweap
avail_animations = animpoint_sit_normal
use_camp = false
;reach_distance = 1.5
meet = meet@base
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
out_restr = zat_a2_sr_noweap
on_info = {-zat_b51_nimble_can_go !npc_talking} %+zat_b51_nimble_can_go%, {+zat_b51_nimble_can_go =npc_talking} %-zat_b51_nimble_can_go%
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
[meet@base]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
close_snd_distance = 3
use = {=actor_enemy} false, true
close_snd_hello = {+zat_b51_order_in_process +zat_b51_order_ready} zat_b51_stalker_nimble_greeting_order_ready, {+zat_b51_order_in_process -zat_b51_order_ready} zat_b51_stalker_nimble_greeting_order_not_ready, {+zat_b51_nimble_intro -zat_b51_finished_categories_all} zat_b51_stalker_nimble_greeting, nil
trade_enable = false
allow_break = false
meet_on_talking = false

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[logic]
active = sr_idle@start
[sr_idle@start]
on_info = sr_idle@zaton %=set_counter(anomalies_visited:0)%
[sr_idle@zaton]
on_info = {+actor_was_in_many_bad_places} sr_idle@nil
on_info2 = {=counter_greater(anomalies_visited:18)} sr_idle@nil %+actor_was_in_many_bad_places%
on_info3 = {-zat_b100_visited =actor_in_zone(zat_b100_zone_field_radioactive_weak)} %+zat_b100_visited =inc_counter(anomalies_visited)%
on_info4 = {-zat_b101_visited =actor_in_zone(zat_b101_zone_field_acidic_weak_0002)} %+zat_b101_visited =inc_counter(anomalies_visited)%
on_info16 = {-zat_b101_visited =actor_in_zone(zat_b101_zone_field_acidic_weak_0001)} %+zat_b101_visited =inc_counter(anomalies_visited)%
on_info5 = {-zat_b14_visited =actor_in_zone(zat_b14_zone_field_radioactive_weak)} %+zat_b14_visited =inc_counter(anomalies_visited)%
on_info6 = {-zat_b20_visited =actor_in_zone(zat_b20_zone_field_thermal_weak)} %+zat_b20_visited =inc_counter(anomalies_visited)%
on_info7 = {-zat_b20_visited =actor_in_zone(zat_b20_zone_field_thermal_weak_0000)} %+zat_b20_visited =inc_counter(anomalies_visited)%
on_info8 = {-zat_b20_visited =actor_in_zone(zat_b20_zone_field_thermal_weak_0001)} %+zat_b20_visited =inc_counter(anomalies_visited)%
on_info9 = {-zat_b20_visited =actor_in_zone(zat_b20_zone_field_thermal_weak_0002)} %+zat_b20_visited =inc_counter(anomalies_visited)%
on_info10 = {-zat_b39_visited =actor_in_zone(zat_b29_sr_4)} %+zat_b39_visited =inc_counter(anomalies_visited)%
on_info11 = {-zat_b44_visited =actor_in_zone(zat_surge_hide_b44)} %+zat_b44_visited =inc_counter(anomalies_visited)%
on_info12 = {-zat_b53_visited =actor_in_zone(zat_b53_zone_field_thermal_weak)} %+zat_b53_visited =inc_counter(anomalies_visited)%
on_info13 = {-zat_b54_visited =actor_in_zone(zat_b54_zone_field_psychic_average_0000)} %+zat_b54_visited =inc_counter(anomalies_visited)%
on_info17 = {-zat_b54_visited =actor_in_zone(zat_b54_zone_field_psychic_average_0001)} %+zat_b54_visited =inc_counter(anomalies_visited)%
on_info14 = {-zat_b55_visited =actor_in_zone(zat_b55_zone_field_radioactive_average)} %+zat_b55_visited =inc_counter(anomalies_visited)%
on_info15 = {-zat_b56_visited =actor_in_zone(zaton_b56_zone_field_thermal_average)} %+zat_b56_visited =inc_counter(anomalies_visited)%
[sr_idle@nil]

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; general section
[animpoint@zat_b100_a23_actor_gen]
meet = no_meet
use_camp = false
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
; work section
[logic]
active = walker@zat_b100_temp
on_hit = hit
[walker@zat_b100_temp]
path_walk = zat_a23_temp_actor_walk
path_look = zat_a23_temp_actor_look
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
meet = no_meet
out_restr = zat_a23_cat_rest
on_info = {=actor_in_zone(zat_a23_cat_rest)} animpoint@zat_a23_gauss_rifle_docs_investigation %=teleport_npc(zat_a23_cam_actor_walk)%, {=actor_in_zone(zat_b100_heli_2_cat)} animpoint@zat_b100_actor %=teleport_npc(zat_b100_heli_2_walk)%
[animpoint@zat_b100_actor]:animpoint@zat_b100_a23_actor_gen
avail_animations = zat_b100_heli_2_serch
cover_name = zat_b100_heli_2_serch_animpoint
[animpoint@zat_a23_gauss_rifle_docs_investigation]:animpoint@zat_b100_a23_actor_gen
avail_animations = guard
cover_name = zat_a23_actor_animpoint
out_restr = zat_a23_cat_rest
on_game_timer = 20 | animpoint@zat_a23_gauss_rifle_docs_investigation_end
[animpoint@zat_a23_gauss_rifle_docs_investigation_end]:animpoint@zat_b100_a23_actor_gen
avail_animations = jup_a9_cam3_actor
cover_name = zat_a23_actor_animpoint
out_restr = zat_a23_cat_rest
[hit]
on_info = %+zat_b100_actor_hit =destroy_object%

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[logic]
active = sr_idle@zat_b100_run_tutor
[sr_idle@zat_b100_run_tutor]
on_info = {=actor_in_zone(zat_b100_heli_2) -zat_b100_heli_2_searching !has_active_tutorial} sr_idle@zat_b100_stop_tutor %=run_tutorial(zat_b100_heli_2)%
on_info2 = {+zat_b100_heli_2_searching} sr_idle@nil
[sr_idle@zat_b100_stop_tutor]
on_info = {!actor_in_zone(zat_b100_heli_2)} sr_idle@zat_b100_run_tutor %=stop_tutorial%
on_info2 = {!has_active_tutorial} sr_idle@zat_b100_run_tutor
[sr_idle@nil]

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[logic]
active = sr_idle@spawn_corps
[sr_idle@spawn_corps]
on_info = {-zat_b100_military_corps_spawned} sr_idle@poltergeist %=spawn_corpse(zat_b100_military_1:zat_b100_heli_2_look) =spawn_corpse(zat_b100_military_2:zat_b100_poltergeist_01_walk) =spawn_corpse(zat_b100_military_3:zat_b100_poltergeist_02_walk) +zat_b100_military_corps_spawned%
[sr_idle@poltergeist]
on_info = {+zat_b100_heli_2_searching +zat_a1_game_start} sr_idle@thinking_spawn %+zat_b100_polter_ignor_actor =run_postprocess(fade_in:7914) =disable_ui%
[sr_idle@thinking_spawn]
on_game_timer = 20 | sr_idle@thinking_fade %=run_postprocess(black:7915:true) =create_cutscene_actor_with_weapon(zat_b100_actor:zat_a23_temp_actor_walk:0:0)%
[sr_idle@thinking_fade]
on_game_timer = 40 | sr_cutscene@thinking_start %=stop_postprocess(7914) =stop_postprocess(7915)%
[sr_cutscene@thinking_start]
point = zat_b100_heli_2_walk
look = zat_b100_heli_2_look
cam_effector = scenario_cam\Zaton\zat_b100_heli_2_camera
global_cameffect = true
enable_ui_on_end = false
outdoor = true
on_signal = cameff_end | {+zat_b100_heli_2_searched} sr_idle@destroy
on_signal2 = cam_effector_stop | {+zat_b100_heli_2_searched} sr_idle@destroy
on_signal3 = sound_end | {-zat_b100_heli_2_searched} %+zat_b100_heli_2_searched =stop_sr_cutscene =run_postprocess(fade_in:7916)%
on_info = {+zat_b100_actor_hit} %=stop_sr_cutscene +zat_b100_heli_2_searched =run_postprocess(fade_in:7916)%
on_info2 = {-zat_b100_sound_play} %+zat_b100_sound_play =play_sound(zat_b100_heli_2_maps)%
[sr_idle@destroy]
on_game_timer = 20 | {=object_exist(zat_b100_actor)} sr_idle@end %=run_postprocess(black:7917:true) =destroy_object(story:zat_b100_actor) =teleport_actor(zat_b100_heli_2_walk:zat_b100_heli_2_look)%, sr_idle@end %=run_postprocess(black:7917:true) =teleport_actor(zat_b100_heli_2_walk:zat_b100_heli_2_look)%
[sr_idle@end]
on_game_timer = 20 | {-zat_b100_guide_maps_gived} sr_idle@save %=stop_postprocess(7916) =stop_postprocess(7917) =enable_ui -zat_b100_polter_ignor_actor +zat_b100_guide_maps_gived =give_task(zat_b100_guide_maps)%, sr_idle@save %=stop_postprocess(7916) =stop_postprocess(7917) =enable_ui -zat_b100_polter_ignor_actor%
[sr_idle@save]
on_info = {-zat_b100_scenario_save_heli_2_searched} %+zat_b100_scenario_save_heli_2_searched =scenario_autosave(st_save_zat_b100_searched_heli_2)%
on_info2 = {+zat_b100_scenario_save_heli_2_searched} sr_idle@polter_respawn
[sr_idle@polter_respawn]
on_info = {+zat_b100_heli_2_searched !is_obj_on_job(logic@zat_b100_poltergeist_02:zat_b100) !squad_exist(zat_b100_poltergeist_squad_01) =distance_to_obj_ge(zat_b100_heli_2:100)} sr_idle@timer
on_info2 = {+zat_b100_spawn_new_wave} %-zat_b100_spawn_new_wave%
[sr_idle@timer]
on_info = {+zat_b100_spawn_new_wave} sr_idle@polter_respawn %-zat_b100_spawn_new_wave =create_squad(zat_b100_poltergeist_squad_01:zat_b100)%
on_game_timer = 7200 | sr_idle@polter_respawn %+zat_b100_spawn_new_wave%

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[logic]
prior = 100
known_info = known_info
[known_info]
zat_b100_military_1_serchd

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[logic]
prior = 100
known_info = known_info
[known_info]
zat_b100_military_2_serchd

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[logic]
prior = 100
known_info = known_info
[known_info]
zat_b100_military_3_serchd

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;generic section
[logic@zat_b100_poltergeist_gen]
prior = 200
monster_job = true
[mob_home@zat_b100_poltergeist_gen]
aggressive = true
on_info = {+zat_b100_polter_ignor_actor} %=polter_actor_ignore(true)%, {=actor_in_zone(zat_surge_hide_a23)} %=polter_actor_ignore(true)%, %=polter_actor_ignore(false)%
;work section
[logic@zat_b100_poltergeist_01]:logic@zat_b100_poltergeist_gen
active = mob_home@zat_b100_poltergeist_01
suitable = {=is_monster_polter -zat_b100_heli_2_searched} true
[mob_home@zat_b100_poltergeist_01]:mob_home@zat_b100_poltergeist_gen
path_home = poltergeist_01_walk
home_min_radius = 5
home_max_radius = 15
[logic@zat_b100_poltergeist_02]:logic@zat_b100_poltergeist_gen
active = mob_home@zat_b100_poltergeist_02
suitable = {=is_monster_polter +zat_b100_heli_2_searched} true
[mob_home@zat_b100_poltergeist_02]:mob_home@zat_b100_poltergeist_gen
path_home = poltergeist_02_walk
home_min_radius = 20
home_max_radius = 30

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[logic]
active = animpoint@zat_b101_heli_search
on_hit = hit
[animpoint@zat_b101_heli_search]
avail_animations = zat_b101_heli_5_serch
cover_name = zat_b101_heli_search_animpoint
on_info = {+zat_b101_heli_5_searched} %=destroy_object%
meet = no_meet
use_camp = false
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
[hit]
on_info = %+zat_b101_actor_hit =destroy_object%

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[logic]
active = sr_idle
[sr_idle]
on_info = {=actor_in_zone(zat_b101_heli_5) -zat_b101_heli_5_searching} sr_idle@2 %=run_tutorial(zat_b101_heli_5)%
on_info2 = {+zat_b101_heli_5_searching} sr_idle@3
[sr_idle@2]
on_info = {!actor_in_zone(zat_b101_heli_5)} sr_idle %=stop_tutorial%
on_info2 = {!has_active_tutorial} sr_idle
[sr_idle@3]

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[logic]
active = sr_idle@first
[sr_idle@first]
on_info = {-zat_b101_one_heli_info +play_sound_heli_5} %+zat_b101_one_heli_info%
on_info2 = {-zat_b101_one_heli_info +play_sound_heli_4} %+zat_b101_one_heli_info%
on_info3 = {+zat_b101_one_heli_info -zat_b101_jup_b8_played_one} %=play_sound(zat_b101_one_heli_info) +zat_b101_jup_b8_played_one%
on_info4 = {+zat_b101_heli_5_sound} sr_idle@timer_1
on_info5 = {+jup_b8_heli_4_sound} sr_idle@timer_1
on_signal = sound_end | {+play_sound_heli_5} %+zat_b101_heli_5_sound%
on_signal2 = sound_end | {+play_sound_heli_4} %+jup_b8_heli_4_sound%
[sr_idle@timer_1]
on_game_timer = 20 | sr_idle@second %+zat_b101_jup_b8_camera_one_stop%
[sr_idle@second]
on_info = {-zat_b101_both_heli_info +play_sound_heli_5 +jup_b8_heli_4_searching} %+zat_b101_both_heli_info =play_sound(zat_b101_both_heli_info)%
on_signal = sound_end | {+play_sound_heli_5 +play_sound_heli_4} sr_idle@timer_2 %+zat_b101_heli_5_sound +jup_b8_heli_4_sound%
[sr_idle@timer_2]
on_game_timer = 20 | sr_idle@nil %+zat_b101_jup_b8_camera_both_stop%
[sr_idle@nil]

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[logic]
active = sr_idle
[sr_idle]
on_info = {!black_screen -zat_b101_give_task +zat_a1_game_start} sr_idle@save %=give_task(zat_b101_heli_5_crash) +zat_b101_give_task =give_task(jup_b8_heli_4_crash) +jup_b8_give_task =give_task(zat_b28_heli_3_crash) =give_task(zat_b100_heli_2_crash) =give_task(jup_b9_heli_1_crash) +jup_b9_give_task =set_active_task(zat_b28_heli_3_crash)%
[sr_idle@save]
on_info = {-zat_a1_game_start_saved} %+zat_a1_game_start_saved =scenario_autosave(st_save_zat_a1_game_start)%
on_info2 = {+zat_a1_game_start_saved} sr_idle@1
[sr_idle@1]
on_info = {+zat_b101_heli_5_searching -zat_b101_heli_5_searched} sr_idle@timer1 %=disable_ui =run_postprocess(fade_in:8010)%
[sr_idle@timer1]
on_game_timer = 20 | sr_idle@timer2 %=run_postprocess(black:8011:true) =create_cutscene_actor_with_weapon(zat_b101_actor_visual_stalker:zat_b101_actor_visual_stalker_walk:0:45)%
[sr_idle@timer2]
on_game_timer = 30 | sr_cutscene %=stop_postprocess(8010) =stop_postprocess(8011) +play_sound_heli_5%
[sr_cutscene]
point = zat_b101_actor_visual_stalker_walk
look = zat_b101_actor_visual_stalker_look
global_cameffect = true
enable_ui_on_end = false
outdoor = true
cam_effector = scenario_cam\zaton\zat_b101_heli_5_camera
on_signal = cameff_end | sr_idle@end %=run_postprocess(black:8013:true)%
on_signal2 = cam_effector_stop | sr_idle@end %=run_postprocess(black:8112:true)%
on_info = {+zat_b101_heli_5_sound -zat_b101_heli_after_camera_fade} %+zat_b101_heli_after_camera_fade =run_postprocess(fade_in:8012)%
on_info2 = {+zat_b101_jup_b8_camera_one_stop -jup_b8_heli_4_searching} %=stop_sr_cutscene%
on_info3 = {+zat_b101_jup_b8_camera_both_stop} %=stop_sr_cutscene%
on_info4 = {+zat_b101_actor_hit} %=stop_sr_cutscene =run_postprocess(black:8013:true)%
[sr_idle@end]
on_game_timer = 10 | %+zat_b101_heli_5_searched%
on_info = {+zat_b101_heli_5_searched} sr_idle@nil %=stop_postprocess(8012) =stop_postprocess(8013) =enable_ui =teleport_actor(zat_b101_actor_visual_stalker_walk:zat_b101_actor_visual_stalker_look)%
[sr_idle@nil]
on_info = {+zat_b101_heli_5_searched -save_zat_b101_searched_heli_5} %+save_zat_b101_searched_heli_5 =scenario_autosave(st_save_zat_b101_searched_heli_5)%
on_info2 = {+save_zat_b101_searched_heli_5} sr_idle@nil2
[sr_idle@nil2]

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;general section
[sr_idle@bunker_gard_work]
on_info1 = {+zat_b103_lost_merc_leader_bunker_guards_work =distance_to_obj_ge(zat_b103_lost_merc_squad1:100) =squad_exist(zat_b103_lost_merc_squad1) -zat_b103_lost_merc_leader_destroed_for_bunker_guards_work1} %=remove_squad(zat_b103_lost_merc_squad1) +zat_b103_lost_merc_leader_destroed_for_bunker_guards_work1%, {+zat_b103_lost_merc_leader_bunker_guards_work +zat_b215_guide_to_jupiter =squad_exist(zat_b103_lost_merc_squad1) -zat_b103_lost_merc_leader_destroed_for_bunker_guards_work1} %=remove_squad(zat_b103_lost_merc_squad1) +zat_b103_lost_merc_leader_destroed_for_bunker_guards_work1%
on_info2 = {+zat_b7_stalker_squad_leader_bunker_guards_work =distance_to_obj_ge(zat_b7_stalkers_base_squad:100) =squad_exist(zat_b7_stalkers_base_squad) -zat_b7_stalker_squad_leader_destroed_for_bunker_guards_work} %=remove_squad(zat_b7_stalkers_base_squad) +zat_b7_stalker_squad_leader_destroed_for_bunker_guards_work%, {+zat_b7_stalker_squad_leader_bunker_guards_work +zat_b215_guide_to_jupiter =squad_exist(zat_b7_stalkers_base_squad) -zat_b7_stalker_squad_leader_destroed_for_bunker_guards_work} %=remove_squad(zat_b7_stalkers_base_squad) +zat_b7_stalker_squad_leader_destroed_for_bunker_guards_work%
on_info6 = {+zat_b7_stalker_squad_leader_bunker_guards_work =distance_to_obj_ge(zat_b7_stalkers_victims_1:100) =squad_exist(zat_b7_stalkers_victims_1) -zat_b7_stalker_squad_leader_destroed_for_bunker_guards_work} %=remove_squad(zat_b7_stalkers_victims_1) +zat_b7_stalker_squad_leader_destroed_for_bunker_guards_work%, {+zat_b7_stalker_squad_leader_bunker_guards_work +zat_b215_guide_to_jupiter =squad_exist(zat_b7_stalkers_victims_1) -zat_b7_stalker_squad_leader_destroed_for_bunker_guards_work} %=remove_squad(zat_b7_stalkers_victims_1) +zat_b7_stalker_squad_leader_destroed_for_bunker_guards_work%
on_info3 = {+zat_b103_lost_merc_leader_bunker_guards_work =squad_exist(zat_b103_lost_merc_squad1) -zat_b103_lost_merc_relation_friend_set} %+zat_b103_lost_merc_relation_friend_set =set_squad_goodwill(zat_b103_lost_merc_squad1:friend)%
on_info4 = {+zat_b103_merc_fight +zat_b103_lost_merc_leader_bunker_guards_work} %-zat_b103_lost_merc_leader_bunker_guards_work -jup_b47_bunker_guards_done%, {=is_squad_enemy_to_actor(zat_b103_lost_merc_squad1) +zat_b103_lost_merc_leader_bunker_guards_work} %-zat_b103_lost_merc_leader_bunker_guards_work -jup_b47_bunker_guards_done%
on_info5 = {=is_squad_enemy_to_actor(zat_b7_stalkers_base_squad) +zat_b7_stalker_squad_leader_bunker_guards_work} %-zat_b7_stalker_squad_leader_bunker_guards_work -jup_b47_bunker_guards_done%
;work section
[logic]
active = sr_idle@find_out
[sr_idle@b103_start]
on_info = sr_idle@find_out %=spawn_object(toolkit_2:zat_b103_toolkit_2_spawn)%
[sr_idle@find_out]:sr_idle@bunker_gard_work
on_actor_in_zone2 = zat_b103_sr_def_restr | {=actor_has_item(toolkit_2)} sr_idle@global_task %+zat_b103_toolkit_2_second%, {!actor_has_item(toolkit_2)} sr_idle@global_task
[sr_idle@global_task]:sr_idle@bunker_gard_work
on_info7 = {=actor_has_item(toolkit_2) -zat_b103_toolkit_2_second} sr_idle@b103_search %+zat_b103_actor_take_toolkit%
on_info8 = {=actor_has_item_count(toolkit_2:2) +zat_b103_toolkit_2_second} sr_idle@b103_search %+zat_b103_actor_take_toolkit%
on_info9 = {+zat_b103_merc_bring_supplies} sr_idle@supply_task %=give_task(zat_b103_merc_bring_supplies)%
[sr_idle@b103_search]:sr_idle@bunker_gard_work
on_info7 = {+zat_b103_merc_bring_supplies} sr_idle@supply_task %=give_task(zat_b103_merc_bring_supplies)%
on_info8 = {=actor_has_item(toolkit_2) -zat_b103_toolkit_2_second} sr_idle@done %+zat_b103_actor_take_toolkit%
on_info9 = {=actor_has_item_count(toolkit_2:2) +zat_b103_toolkit_2_second} sr_idle@done %+zat_b103_actor_take_toolkit%
[sr_idle@supply_task]:sr_idle@bunker_gard_work
on_info7 = {=actor_has_item(toolkit_2) -zat_b103_toolkit_2_second} sr_idle@done %+zat_b103_actor_take_toolkit%
on_info8 = {=actor_has_item_count(toolkit_2:2) +zat_b103_toolkit_2_second} sr_idle@done %+zat_b103_actor_take_toolkit%
on_info9 = {+zat_b103_merc_task_done} sr_idle@free
[sr_idle@supply_got]:sr_idle@bunker_gard_work
on_info7 = {=actor_has_item(toolkit_2) -zat_b103_toolkit_2_second} sr_idle@done %+zat_b103_actor_take_toolkit%
on_info8 = {=actor_has_item_count(toolkit_2:2) +zat_b103_toolkit_2_second} sr_idle@done %+zat_b103_actor_take_toolkit%
on_info9 = {+zat_b103_merc_task_done} sr_idle@free
[sr_idle@done]:sr_idle@bunker_gard_work
on_info7 = {+zat_b103_merc_task_done} sr_idle@free
[sr_idle@free]:sr_idle@bunker_gard_work
on_info7 = {=actor_has_item(toolkit_2) -zat_b103_toolkit_2_second} sr_idle@done %+zat_b103_actor_take_toolkit%
on_info8 = {=actor_has_item_count(toolkit_2:2) +zat_b103_toolkit_2_second} sr_idle@done %+zat_b103_actor_take_toolkit%
on_info9 = {+zat_b103_actor_take_toolkit} sr_idle@end
[sr_idle@end]:sr_idle@bunker_gard_work

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[logic@lost_merc_leader]
suitable = {=check_npc_name(zat_b103_lost_merc_leader) !surge_started}
active = walker@leader
prior = 200
on_death = death
[death]
on_info = %=stop_sound +zat_b103_merc_fight =set_squad_goodwill(zat_b103_lost_merc_squad1:enemy)%
[walker@def]
on_info66 = {+zat_b103_merc_fight} walker@nil_fight %=stop_sound%
on_info77 = {+zat_b103_actor_warned_by_merc -zat_b103_warned_by_mercs_saved} %+zat_b103_warned_by_mercs_saved =scenario_autosave(st_save_zat_b103_warned_by_mercs)%
[remark@def]
on_info66 = {+zat_b103_merc_fight} walker@nil_fight %=stop_sound%
on_info77 = {+zat_b103_actor_warned_by_merc -zat_b103_warned_by_mercs_saved} %+zat_b103_warned_by_mercs_saved =scenario_autosave(st_save_zat_b103_warned_by_mercs)%
[walker@force_maj]:walker@def
path_walk = lost_merc_leader_walk
path_look = lost_merc_leader_look
on_actor_not_in_zone = zat_b103_sr_def_restr | walker@leader %=stop_sound -zat_b103_force_maj +zat_b103_force_maj_after%
[walker@nil_fight]
path_walk = lost_merc_leader_walk
path_look = lost_merc_leader_look
on_info = {-zat_b103_actor_enemy} %=set_squad_goodwill(zat_b103_lost_merc_squad1:enemy) +zat_b103_actor_enemy%
[walker@leader]:walker@def
path_walk = lost_merc_leader_walk
path_look = lost_merc_leader_look
def_state_moving1 = sprint
def_state_moving2 = sprint
def_state_moving3 = sprint
on_info = {+zat_b103_merc_used_actor} %-zat_b103_merc_used_actor%
on_info2 = {+zat_b103_actor_came_armed} %-zat_b103_actor_came_armed%
on_info3 = {+zat_b103_actor_warned_by_merc} %-zat_b103_actor_warned_by_merc%
on_actor_in_zone = zat_b103_sr_def_restr | {=actor_has_weapon -zat_b103_actor_warned_by_merc} remark@warn1 %+zat_b103_actor_came_armed +zat_b103_warning%, remark@meet_use
on_info4 = {=has_enemy !is_enemy_actor =actor_in_zone(zat_b103_sr_def_restr)} walker@force_maj %=stop_sound +zat_b103_force_maj%
on_info5 = {+zat_b103_force_maj_after} %-zat_b103_force_maj_after%
[remark@warn1]:remark@def
target = story | actor
anim = threat_na
meet = no_meet
on_info = {-zat_b103_merc_fight} %=play_sound(zat_b103_merc_hide_weapon_1)%
on_signal = sound_end | {!actor_has_weapon} remark@pause_meet %-zat_b103_warning%, remark@warn2
on_actor_in_zone = zat_b103_merc_territory | {=actor_has_weapon !has_enemy} %+zat_b103_merc_fight%
on_actor_in_zone2 = zat_b103_merc_robbery | {!actor_has_weapon} remark@pause_meet %=stop_sound -zat_b103_warning%
on_actor_not_in_zone = zat_b103_sr_def_restr | walker@leader %=stop_sound -zat_b103_warning%
meet = no_meet
on_info4 = {=has_enemy !is_enemy_actor =actor_in_zone(zat_b103_sr_def_restr)} walker@force_maj %=stop_sound +zat_b103_force_maj%
[remark@warn2]:remark@def
target = story | actor
anim = threat_na
meet = no_meet
on_info = {-zat_b103_merc_fight} %=play_sound(zat_b103_merc_hide_weapon_2)%
on_signal = sound_end | {!actor_has_weapon} remark@pause_meet, remark@count
on_actor_in_zone = zat_b103_merc_territory | {=actor_has_weapon !has_enemy} %+zat_b103_merc_fight%
on_actor_in_zone2 = zat_b103_merc_robbery | {!actor_has_weapon} remark@pause_meet %=stop_sound%
on_actor_not_in_zone = zat_b103_sr_def_restr | walker@leader %=stop_sound%
on_info4 = {=has_enemy !is_enemy_actor =actor_in_zone(zat_b103_sr_def_restr)} walker@force_maj %=stop_sound +zat_b103_force_maj%
[remark@count]:remark@def
target = story | actor
anim = threat_na
meet = no_meet
on_info = {-zat_b103_merc_fight} %=play_sound(zat_b103_merc_count)%
on_signal = theme_end | {!actor_has_weapon} remark@pause_meet %-zat_b103_warning%, %+zat_b103_merc_fight%
on_actor_in_zone = zat_b103_merc_territory | {=actor_has_weapon !has_enemy} %+zat_b103_merc_fight%
on_actor_in_zone2 = zat_b103_merc_robbery | {!actor_has_weapon} remark@pause_meet %=stop_sound -zat_b103_warning%
on_actor_not_in_zone = zat_b103_sr_def_restr | walker@leader %=stop_sound -zat_b103_warning%
on_info4 = {=has_enemy !is_enemy_actor =actor_in_zone(zat_b103_sr_def_restr)} walker@force_maj %=stop_sound +zat_b103_force_maj%
[remark@pause_meet]:remark@def
target = story | actor
anim = guard
on_game_timer = 20 | {+zat_b103_actor_came_armed} %=play_sound(zat_b103_merc_come_here_now) -zat_b103_actor_came_armed -zat_b103_warning%
on_actor_in_zone = zat_b103_merc_territory | {=actor_has_weapon !has_enemy} %+zat_b103_merc_fight%
on_actor_in_zone2 = zat_b103_merc_inside_yard | {=actor_has_weapon !has_enemy} %+zat_b103_merc_fight%
on_actor_in_zone3 = zat_b103_merc_robbery | {=actor_has_weapon} remark@warn1
on_actor_not_in_zone = zat_b103_sr_def_restr | walker@leader %=stop_sound -zat_b103_warning%
on_actor_dist_le = 20 | remark@meet_use
meet = no_meet
on_info4 = {=has_enemy !is_enemy_actor =actor_in_zone(zat_b103_sr_def_restr)} walker@force_maj %=stop_sound +zat_b103_force_maj%
[remark@meet_use]:remark@def
target = story | actor
anim = guard
meet = meet
on_info = {+zat_b103_merc_task_done} remark@watch
on_info2 = {+zat_b103_actor_warned_by_merc} remark@watch_forbidden
on_actor_in_zone = zat_b103_merc_territory | {=actor_has_weapon !has_enemy} %+zat_b103_merc_fight%
on_actor_in_zone2 = zat_b103_merc_inside_yard | {=actor_has_weapon !has_enemy} %+zat_b103_merc_fight%
on_actor_in_zone3 = zat_b103_merc_robbery | {=actor_has_weapon} remark@warn1
on_actor_not_in_zone = zat_b103_sr_def_restr | walker@leader %=stop_sound%
on_info4 = {=has_enemy !is_enemy_actor =actor_in_zone(zat_b103_sr_def_restr)} walker@force_maj %=stop_sound +zat_b103_force_maj%
[remark@watch_forbidden]:remark@def
target = story | actor
anim = guard
on_info = {+zat_b103_merc_task_done} remark@watch
on_info2 = {+zat_b103_actor_left_yard} %-zat_b103_actor_left_yard%
on_actor_in_zone = zat_b103_merc_territory | {=actor_has_weapon !has_enemy} %+zat_b103_merc_fight%
on_actor_in_zone2 = zat_b103_merc_robbery | {=actor_has_weapon} remark@warn1
on_actor_in_zone3 = zat_b103_merc_inside_yard | remark@watch_forbidden_fail %+zat_b103_actor_in_yard%
on_actor_not_in_zone = zat_b103_sr_def_restr | walker@leader %=stop_sound%
on_actor_dist_le_nvis = 20 | remark@watch_forbidden_meet_use
meet = meet
on_info4 = {=has_enemy !is_enemy_actor =actor_in_zone(zat_b103_sr_def_restr)} walker@force_maj %=stop_sound +zat_b103_force_maj%
[remark@watch_forbidden_fail]:remark@def
target = story | actor
anim = threat_na
on_info = {-zat_b103_actor_warned_inside} %=play_sound(zat_b103_merc_warning)%, remark@watch_forbidden_fail_warned
on_signal = sound_end | %+zat_b103_actor_warned_inside =stop_sound%
on_timer = 8000 | {-zat_b103_actor_left_yard !has_enemy} %+zat_b103_merc_fight%
on_actor_not_in_zone = zat_b103_merc_inside_yard | {!actor_has_weapon} remark@watch_forbidden %+zat_b103_actor_left_yard =reset_sound_npc%
on_actor_not_in_zone2 = zat_b103_merc_inside_yard | {=actor_has_weapon !has_enemy} %+zat_b103_merc_fight%
meet = no_meet
on_info4 = {=has_enemy !is_enemy_actor =actor_in_zone(zat_b103_sr_def_restr)} walker@force_maj %=stop_sound +zat_b103_force_maj%
[remark@watch_forbidden_fail_warned]:remark@def
anim = guard
on_timer = 5000 | {-zat_b103_actor_left_yard !has_enemy} %+zat_b103_merc_fight%
on_actor_not_in_zone = zat_b103_merc_inside_yard | {!actor_has_weapon} remark@watch_forbidden %+zat_b103_actor_left_yard =reset_sound_npc%
meet = no_meet
on_info4 = {=has_enemy !is_enemy_actor =actor_in_zone(zat_b103_sr_def_restr)} walker@force_maj %=stop_sound +zat_b103_force_maj%
[remark@watch_forbidden_meet_use]:remark@def
target = story | actor
anim = guard
on_info = {+zat_b103_merc_task_done} remark@watch
on_info2 = {+zat_b103_actor_left_yard} %-zat_b103_actor_left_yard%
meet = meet
on_actor_in_zone = zat_b103_merc_territory | {=actor_has_weapon !has_enemy} %+zat_b103_merc_fight%
on_actor_in_zone2 = zat_b103_merc_robbery | {=actor_has_weapon} remark@warn1
on_actor_in_zone3 = zat_b103_merc_inside_yard | remark@watch_forbidden_fail %+zat_b103_actor_in_yard%
on_actor_not_in_zone = zat_b103_sr_def_restr | walker@leader %=stop_sound%
on_info4 = {=has_enemy !is_enemy_actor =actor_in_zone(zat_b103_sr_def_restr)} walker@force_maj %=stop_sound +zat_b103_force_maj%
[remark@watch]:remark@def
target = story | actor
anim = guard
meet = meet
on_info = {=actor_has_weapon -zat_b103_force_maj_after} remark@watch_fail
on_info2 = {=has_enemy !is_enemy_actor =actor_in_zone(zat_b103_sr_def_restr)} walker@force_maj %=stop_sound +zat_b103_force_maj%
on_actor_not_in_zone = zat_b103_sr_def_restr | walker@leader %=stop_sound%
[remark@watch_fail]:remark@def
target = story | actor
anim = threat_na
on_info = {=actor_has_weapon -zat_b103_merc_hide_weapon_1_done} %=play_sound(zat_b103_merc_hide_weapon_1) +zat_b103_merc_hide_weapon_1_done%
on_game_timer = 50 | {=actor_has_weapon !has_enemy} %+zat_b103_merc_fight%, remark@watch %=stop_sound -zat_b103_merc_hide_weapon_1_done%
meet = no_meet
on_info4 = {=has_enemy !is_enemy_actor =actor_in_zone(zat_b103_sr_def_restr)} walker@force_maj %=stop_sound +zat_b103_force_maj%
[meet]
close_anim = guard_na
close_distance = 20
close_victim = actor
far_distance = 40
far_victim = nil
far_anim = guard
use = {+zat_b103_merc_task_done -zat_b103_merc_fight !actor_enemy} true, {-zat_b103_merc_used_actor =dist_to_actor_le(20) -zat_b103_merc_task_done -zat_b103_merc_fight !actor_enemy} self, {-zat_b103_merc_fight !actor_enemy} true
trade_enable = false
allow_break = false

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