add game&rawdata
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182
gamedata/configs/scripts/zaton/zat_b18_noah.ltx
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182
gamedata/configs/scripts/zaton/zat_b18_noah.ltx
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[logic@zat_b18_noah]
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active = walker@meet
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suitable = {=check_npc_name(zat_b18_noah)}
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prior = 100
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on_hit = hit
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on_death = death
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[walker@meet]
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path_walk = noah_walker_1_walk
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path_look = noah_door_shooting_mark ;noah_walker_1_look
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def_state_standing = guard_na
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out_restr = zat_b18_out_restrictor_noah
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on_info = {+zat_b18_noah_shot_door} remark@shoot_door
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on_info2 = {+zat_b18_noah_gave_first_artefact -zat_b18_noah_gave_second_artefact -zat_b18_noah_gave_first_artefact_brake} walker@no_meet %+zat_b18_noah_gave_first_artefact_brake%
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on_info3 = {+zat_b18_noah_gave_second_artefact -zat_b18_noah_breakdown -zat_b18_noah_gave_second_artefact_brake} walker@no_meet %+zat_b18_noah_gave_second_artefact_brake%
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on_info4 = {+zat_b18_noah_breakdown} remark@fire
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on_info5 = {+zat_b18_actor_enemy} walker@fire %=actor_enemy%
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on_actor_dist_ge_nvis = 100 | %+zat_b18_reset_memory -zat_b18_noah_shot_door -zat_b18_noah_remembers -zat_b18_noah_breakdown =actor_neutral%
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meet = meet
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danger = danger
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combat_ignore_cond = {=check_enemy_name(zat_b18_dog_noah)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
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combat_ignore_keep_when_attacked = true
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wounded = wounded
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gather_items_enabled = false
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help_wounded_enabled = false
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corpse_detection_enabled = false
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[walker@no_meet]
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path_walk = noah_walker_1_walk
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path_look = noah_walker_1_look
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def_state_standing = guard_na
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out_restr = zat_b18_out_restrictor_noah
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on_info = {+zat_b18_noah_shot_door} remark@shoot_door
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on_info2 = {+zat_b18_noah_go_away} %=play_sound(zat_b18_noah_go_away) -zat_b18_noah_go_away%
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on_info3 = {+zat_b18_actor_enemy} walker@fire %=actor_enemy%
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on_actor_dist_le = 15 | %=play_sound(zat_b18_noah_no_talk)%
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on_actor_dist_ge_nvis = 100 | walker@meet %+zat_b18_reset_memory -zat_b18_noah_shot_door -zat_b18_noah_remembers -zat_b18_noah_breakdown =actor_neutral%
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meet = meet@no_speak
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danger = danger
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combat_ignore_cond = {=check_enemy_name(zat_b18_dog_noah)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
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combat_ignore_keep_when_attacked = true
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wounded = wounded
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gather_items_enabled = false
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help_wounded_enabled = false
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corpse_detection_enabled = false
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;----------ñòðåëÿåò â äâåðü---------
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[remark@shoot_door]
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anim = threat_fire ;threat_fire
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target = path | zat_b18_noah_door_shooting_mark, 0
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meet = no_meet
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on_info = %=play_sound(zat_b18_noah_greetings)%
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on_game_timer = 15 | walker@stop %-zat_b18_noah_shot_door% ;remark@aim_to_actor %-zat_b18_noah_shot_door%
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on_info2 = {+zat_b18_actor_enemy} walker@fire %=actor_enemy%
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danger = danger
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combat_ignore_cond = {=check_enemy_name(zat_b18_dog_noah)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
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combat_ignore_keep_when_attacked = true
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wounded = wounded
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gather_items_enabled = false
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help_wounded_enabled = false
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corpse_detection_enabled = false
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out_restr = zat_b18_out_restrictor_noah
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;----------öåëèòüñÿ â èãðîêà---------
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[walker@stop]
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path_walk = noah_walker_1_walk
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path_look = noah_door_shooting_mark
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def_state_standing = threat_na
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out_restr = zat_b18_out_restrictor_noah
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on_info = {+zat_b18_actor_enemy} walker@fire %=actor_enemy%
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on_timer = 500 | remark@aim_to_actor
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danger = danger
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combat_ignore_cond = {=check_enemy_name(zat_b18_dog_noah)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
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combat_ignore_keep_when_attacked = true
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meet = no_meet
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wounded = wounded
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gather_items_enabled = false
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help_wounded_enabled = false
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corpse_detection_enabled = false
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[remark@aim_to_actor]
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anim = threat_na
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target = story | actor
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on_info = {+zat_b18_noah_remembers -zat_b18_noah_go_away} walker@meet
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on_info2 = {+zat_b18_noah_go_away} walker@no_meet
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on_info3 = {+zat_b18_noah_shot_door} %-zat_b18_noah_shot_door%
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on_info4 = {+zat_b18_actor_enemy} walker@fire %=actor_enemy%
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on_actor_dist_ge_nvis = 100 | walker@meet %+zat_b18_reset_memory -zat_b18_actor_enemy -zat_b18_noah_shot_door -zat_b18_noah_remembers -zat_b18_noah_breakdown =actor_neutral =restore_health%
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danger = danger
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combat_ignore_cond = {=check_enemy_name(zat_b18_dog_noah)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
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combat_ignore_keep_when_attacked = true
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meet = meet@weap
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wounded = wounded
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gather_items_enabled = false
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help_wounded_enabled = false
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corpse_detection_enabled = false
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out_restr = zat_b18_out_restrictor_noah
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;-------------àòòàêóåì èãðîêà----------
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[remark@fire]
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anim = threat_na
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target = story | actor
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meet = no_meet
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on_info = %=play_sound(zat_b18_noah_breakdown)%
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on_signal = sound_end | walker@fire %=actor_enemy%
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danger = danger
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combat_ignore_cond = {=check_enemy_name(zat_b18_dog_noah)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
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combat_ignore_keep_when_attacked = true
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wounded = wounded
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gather_items_enabled = false
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help_wounded_enabled = false
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corpse_detection_enabled = false
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out_restr = zat_b18_out_restrictor_noah
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[walker@fire]
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path_walk = noah_walker_1_walk
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path_look = noah_walker_1_look
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def_state_standing = guard_na
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out_restr = zat_b18_out_restrictor_noah
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on_info = {-zat_b18_actor_enemy_info} %+zat_b18_actor_enemy_info =actor_enemy%
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on_actor_dist_ge_nvis = 100 | walker@meet %+zat_b18_reset_memory -zat_b18_actor_enemy -zat_b18_noah_shot_door -zat_b18_noah_remembers -zat_b18_noah_breakdown =actor_neutral =restore_health%
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meet = no_meet
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danger = danger
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combat_ignore_cond = {=check_enemy_name(zat_b18_dog_noah)} true
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wounded = wounded
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gather_items_enabled = false
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help_wounded_enabled = false
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corpse_detection_enabled = false
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[meet]
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close_anim = guard_na
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close_victim = actor
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close_distance = 7
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close_snd_hello = nil
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close_snd_bye = nil
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use = true
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abuse = true
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trade_enable = false
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allow_break = false
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[meet@weap]
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close_anim = threat_na
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close_victim = actor
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close_distance = 7
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close_snd_hello = nil
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close_snd_bye = nil
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use = true
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abuse = true
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trade_enable = false
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allow_break = false
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[wounded]
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hp_state = 0|wounded_heavy@help_heavy
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hp_state_see = 0|wounded_heavy@help_heavy
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hp_victim = 0|nil
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hp_fight = 0|false
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hp_cover = 0|false
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[danger]
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ignore_distance = 0
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ignore_distance_grenade = 0
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ignore_distance_corpse = 0
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ignore_distance_hit = 0
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ignore_distance_sound = 0
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[meet@no_speak]
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use = false
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snd_on_use = zat_b18_noah_no_talk
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close_anim = guard_na
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close_distance = 20
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[hit]
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on_info = {=hit_by_actor -zat_b18_actor_enemy} %+zat_b18_actor_enemy =stop_sound%
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[death]
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on_info = %+zat_b18_noah_dead =stop_sound%
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