add game&rawdata
This commit is contained in:
parent
0133cd976c
commit
49b34b5546
45731 changed files with 709831 additions and 0 deletions
210
gamedata/configs/scripts/zaton/zat_b52_port_bandits.ltx
Normal file
210
gamedata/configs/scripts/zaton/zat_b52_port_bandits.ltx
Normal file
|
|
@ -0,0 +1,210 @@
|
|||
|
||||
;-------------------------------------Ëèäåð áðàòâû--------------------------------------------
|
||||
|
||||
[logic@port_bandit_1_leader]
|
||||
active = walker@wait
|
||||
suitable = {=check_npc_name(zat_b52_port_bandit_1) -zat_b52_actor_go_offline} true, {=is_squad_commander +zat_b52_bandit_leader_is_dead =target_squad_name(zat_b52_port_bandits) -zat_b52_actor_go_offline} true
|
||||
prior = 100
|
||||
on_death = death
|
||||
post_combat_time = 0, 0
|
||||
|
||||
[walker@wait] ;Æäåì èãðîêà
|
||||
path_walk = port_bandit_1_walk_1
|
||||
path_look = port_bandit_1_look_1
|
||||
def_state_moving1 = walk
|
||||
def_state_moving2 = rush
|
||||
on_info = {!actor_enemy =dist_to_actor_le(20) -zat_b52_robbery_done} remark@tell_actor
|
||||
combat_ignore_cond = {!actor_enemy} true, {=check_enemy_name(zat_b38_stalker_cop_dead)} true, {=check_enemy_name(zat_b22_stalker_medic)} true, false
|
||||
meet = no_meet
|
||||
|
||||
[remark@tell_actor] ;Âèäèì èãðîêà
|
||||
target = story | actor
|
||||
anim = hello_wpn
|
||||
meet = no_meet
|
||||
on_info = %=play_sound(zat_b52_port_bandits_see_actor)% remark@wait_actor
|
||||
combat_ignore_cond = {!actor_enemy} true, {=check_enemy_name(zat_b38_stalker_cop_dead)} true, {=check_enemy_name(zat_b22_stalker_medic)} true, false
|
||||
on_info2 = {!actor_enemy =dist_to_actor_ge(40)} walker@wait
|
||||
|
||||
[remark@wait_actor] ;Æäåì èãðîêà
|
||||
target = story | actor
|
||||
anim = wait_na
|
||||
meet = no_meet
|
||||
on_info = {!actor_enemy =dist_to_actor_le(5)} walker@robbery %+zat_b52_robbery_start%
|
||||
on_info2 = {!actor_enemy =dist_to_actor_ge(40)} walker@wait
|
||||
combat_ignore_cond = {!actor_enemy} true, {=check_enemy_name(zat_b38_stalker_cop_dead)} true, {=check_enemy_name(zat_b22_stalker_medic)} true, false
|
||||
|
||||
[walker@robbery] ;Ïðîñèì èãðîêà îòäàòü îðóæèå
|
||||
path_walk = port_bandit_1_walk_1
|
||||
path_look = port_bandit_1_look_1
|
||||
meet = meet@robbery
|
||||
on_info = {+zat_b52_robbery_done} remark@guard_first_sound %+zat_b52_bandits_free%
|
||||
on_info2 = {+zat_b52_robbery_no} walker@fight %=set_squad_enemy_to_actor(zat_b52_port_bandits) =play_sound(zat_b52_port_bandits_kill_actor_snd)%
|
||||
combat_ignore_cond = {!actor_enemy} true, {=check_enemy_name(zat_b38_stalker_cop_dead)} true, {=check_enemy_name(zat_b22_stalker_medic)} true, false
|
||||
|
||||
[meet@robbery] ;Ïðîñèì èãðîêà îòäàòü îðóæèå
|
||||
close_victim = actor
|
||||
far_victim = actor
|
||||
close_distance = 6
|
||||
far_distance = 10
|
||||
far_anim = nil
|
||||
close_anim = nil
|
||||
use = {=has_enemy} false, {=actor_enemy} false, self
|
||||
allow_break = false
|
||||
trade_enable = false
|
||||
meet_dialog = {!actor_enemy} zat_b52_robbery_port_bandits_1
|
||||
|
||||
[walker@fight] ;Èãðîê ñîïðîòèâëÿåòñÿ
|
||||
path_walk = port_bandit_1_walk_1
|
||||
path_look = port_bandit_1_look_1
|
||||
combat_ignore_cond = {=check_enemy_name(zat_b38_stalker_cop_dead)} true, {=check_enemy_name(zat_b38_stalker_cop_dead)} true, {=check_enemy_name(zat_b22_stalker_medic)} true, false
|
||||
meet = no_meet
|
||||
|
||||
[remark@guard_first_sound] ;Ïðîãàíÿåì èãðîêà ðàç
|
||||
target = story | actor
|
||||
anim = threat_na
|
||||
snd_anim_sync = true
|
||||
meet = no_meet
|
||||
on_info = {!actor_enemy} %=play_sound(zat_b52_port_bandits_after_pay_snd)%
|
||||
on_info2 = {=dist_to_actor_ge(120)} walker@wait %+zat_b52_actor_go_offline%
|
||||
on_signal = sound_end | remark@guard_second_sound_wait
|
||||
combat_ignore_cond = {!actor_enemy} true, {=check_enemy_name(zat_b38_stalker_cop_dead)} true, {=check_enemy_name(zat_b22_stalker_medic)} true, false
|
||||
|
||||
[remark@guard_second_sound_wait] ;Ïðîãàíÿåì èãðîêà ðàç æäåì
|
||||
target = story | actor
|
||||
anim = backoff
|
||||
snd_anim_sync = true
|
||||
meet = no_meet
|
||||
on_info = {=actor_in_zone(zat_b52_smart_terrain_def)} remark@guard_second_sound
|
||||
on_info2 = {=dist_to_actor_ge(120)} walker@wait %+zat_b52_actor_go_offline%
|
||||
combat_ignore_cond = {!actor_enemy} true, {=check_enemy_name(zat_b38_stalker_cop_dead)} true, {=check_enemy_name(zat_b22_stalker_medic)} true, false
|
||||
|
||||
[remark@guard_second_sound] ;Ïðîãàíÿåì èãðîêà äâà
|
||||
target = story | actor
|
||||
anim = threat_na
|
||||
snd_anim_sync = true
|
||||
meet = no_meet
|
||||
on_info = {!actor_enemy} %=play_sound(zat_b52_port_bandits_after_pay_snd)%
|
||||
on_signal = sound_end | remark@guard_last_sound_wait
|
||||
on_info2 = {=dist_to_actor_ge(120)} walker@wait %+zat_b52_actor_go_offline%
|
||||
combat_ignore_cond = {!actor_enemy} true, {=check_enemy_name(zat_b38_stalker_cop_dead)} true, {=check_enemy_name(zat_b22_stalker_medic)} true, false
|
||||
|
||||
[remark@guard_last_sound_wait] ;Ïðîãàíÿåì èãðîêà äâà æäåì
|
||||
target = story | actor
|
||||
anim = backoff
|
||||
snd_anim_sync = true
|
||||
meet = no_meet
|
||||
on_info = {=actor_in_zone(zat_b52_smart_terrain_def)} remark@guard_last_sound
|
||||
on_info2 = {=dist_to_actor_ge(120)} walker@wait %+zat_b52_actor_go_offline%
|
||||
combat_ignore_cond = {!actor_enemy} true, {=check_enemy_name(zat_b38_stalker_cop_dead)} true, {=check_enemy_name(zat_b22_stalker_medic)} true, false
|
||||
|
||||
[remark@guard_last_sound] ;Ïðîãàíÿåì èãðîêà òðè
|
||||
target = story | actor
|
||||
anim = backoff2
|
||||
snd_anim_sync = true
|
||||
meet = no_meet
|
||||
on_info = {!actor_enemy} %=play_sound(zat_b52_port_bandits_after_pay_snd)%
|
||||
on_signal = sound_end | remark@end
|
||||
on_info2 = {=dist_to_actor_ge(120)} walker@wait %+zat_b52_actor_go_offline%
|
||||
combat_ignore_cond = {!actor_enemy} true, {=check_enemy_name(zat_b38_stalker_cop_dead)} true, {=check_enemy_name(zat_b22_stalker_medic)} true, false
|
||||
|
||||
[remark@end] ;Èãðîê íàäîåë - ñòðåëÿåì ïî íåìó
|
||||
target = story | actor
|
||||
anim = threat_na
|
||||
snd_anim_sync = true
|
||||
meet = no_meet
|
||||
on_game_timer = 50 | walker@fight %=set_squad_enemy_to_actor(zat_b52_port_bandits)%
|
||||
|
||||
[death]
|
||||
on_info = %+zat_b52_bandit_leader_is_dead%
|
||||
|
||||
;-------------------------------------Áðàòîê ðàç--------------------------------------------
|
||||
|
||||
[logic@port_bandit_2]
|
||||
active = walker@wait_bandit_2
|
||||
suitable = {!check_npc_name(zat_b52_port_bandit_1) =target_squad_name(zat_b52_port_bandits) -zat_b52_actor_go_offline} true
|
||||
prior = 90
|
||||
post_combat_time = 0, 0
|
||||
|
||||
[walker@wait_bandit_2] ;Æäåì èãðîêà
|
||||
path_walk = port_bandit_2_walk_1
|
||||
path_look = port_bandit_2_look_1
|
||||
on_info = {+zat_b52_robbery_start -zat_b52_robbery_done} remark@wait_bandit_2_robbery
|
||||
combat_ignore_cond = {!actor_enemy} true, {=check_enemy_name(zat_b38_stalker_cop_dead)} true, {=check_enemy_name(zat_b22_stalker_medic)} true, false
|
||||
meet = no_meet
|
||||
|
||||
[remark@wait_bandit_2_robbery] ;Íàâîäèì ñòâîë íà èãðîêà
|
||||
target = story | actor
|
||||
anim = threat_na
|
||||
meet = no_meet
|
||||
on_info = {=dist_to_actor_ge(120) +zat_b52_robbery_done} walker@wait_bandit_2 %+zat_b52_actor_go_offline%
|
||||
on_info2 = {+zat_b52_robbery_no} walker@wait_bandit_2
|
||||
combat_ignore_cond = {!actor_enemy} true, {=check_enemy_name(zat_b38_stalker_cop_dead)} true, {=check_enemy_name(zat_b22_stalker_medic)} true, false
|
||||
|
||||
;-------------------------------------Áðàòîê äûâà--------------------------------------------
|
||||
|
||||
[logic@port_bandit_3]
|
||||
active = walker@wait_bandit_3
|
||||
suitable = {!check_npc_name(zat_b52_port_bandit_1) =target_squad_name(zat_b52_port_bandits) -zat_b52_actor_go_offline} true
|
||||
prior = 90
|
||||
post_combat_time = 0, 0
|
||||
|
||||
[walker@wait_bandit_3] ;Æäåì èãðîêà
|
||||
path_walk = port_bandit_3_walk_1
|
||||
path_look = port_bandit_3_look_1
|
||||
combat_ignore_cond = {!actor_enemy} true, {=check_enemy_name(zat_b38_stalker_cop_dead)} true, {=check_enemy_name(zat_b22_stalker_medic)} true, false
|
||||
on_info = {+zat_b52_robbery_start -zat_b52_robbery_done} remark@wait_bandit_3_robbery
|
||||
meet = no_meet
|
||||
|
||||
[remark@wait_bandit_3_robbery] ;Íàâîäèì ñòâîë íà èãðîêà
|
||||
target = story | actor
|
||||
anim = threat_na
|
||||
meet = no_meet
|
||||
on_info = {=dist_to_actor_ge(120) +zat_b52_robbery_done} walker@wait_bandit_3 %+zat_b52_actor_go_offline%
|
||||
on_info2 = {+zat_b52_robbery_no} walker@wait_bandit_3
|
||||
combat_ignore_cond = {!actor_enemy} true, {=check_enemy_name(zat_b38_stalker_cop_dead)} true, {=check_enemy_name(zat_b22_stalker_medic)} true, false
|
||||
|
||||
;-------------------------------------Áðàòîê òûðè--------------------------------------------
|
||||
|
||||
[logic@port_bandit_4]
|
||||
active = walker@wait_bandit_4
|
||||
suitable = {!check_npc_name(zat_b52_port_bandit_1) =target_squad_name(zat_b52_port_bandits) -zat_b52_actor_go_offline} true
|
||||
prior = 90
|
||||
post_combat_time = 0, 0
|
||||
|
||||
[walker@wait_bandit_4] ;Æäåì èãðîêà
|
||||
path_walk = port_bandit_4_walk_1
|
||||
path_look = port_bandit_4_look_1
|
||||
combat_ignore_cond = {!actor_enemy} true, {=check_enemy_name(zat_b38_stalker_cop_dead)} true, {=check_enemy_name(zat_b22_stalker_medic)} true, false
|
||||
on_info = {+zat_b52_robbery_start -zat_b52_robbery_done} remark@wait_bandit_4_robbery
|
||||
meet = no_meet
|
||||
|
||||
[remark@wait_bandit_4_robbery] ;Íàâîäèì ñòâîë íà èãðîêà
|
||||
target = story | actor
|
||||
anim = threat_na
|
||||
meet = no_meet
|
||||
on_info = {=dist_to_actor_ge(120) +zat_b52_robbery_done} walker@wait_bandit_4 %+zat_b52_actor_go_offline%
|
||||
on_info2 = {+zat_b52_robbery_no} walker@wait_bandit_4
|
||||
combat_ignore_cond = {!actor_enemy} true, {=check_enemy_name(zat_b38_stalker_cop_dead)} true, {=check_enemy_name(zat_b22_stalker_medic)} true, false
|
||||
|
||||
;-------------------------------------Áðàòîê ÷åòûðè--------------------------------------------
|
||||
|
||||
[logic@port_bandit_5]
|
||||
active = walker@wait_bandit_5
|
||||
suitable = {!check_npc_name(zat_b52_port_bandit_1) =target_squad_name(zat_b52_port_bandits) -zat_b52_actor_go_offline} true
|
||||
prior = 90
|
||||
post_combat_time = 0, 0
|
||||
|
||||
[walker@wait_bandit_5] ;Æäåì èãðîêà
|
||||
path_walk = port_bandit_5_walk_1
|
||||
path_look = port_bandit_5_look_1
|
||||
combat_ignore_cond = {!actor_enemy} true, {=check_enemy_name(zat_b38_stalker_cop_dead)} true, {=check_enemy_name(zat_b22_stalker_medic)} true, false
|
||||
on_info = {+zat_b52_robbery_start -zat_b52_robbery_done} remark@wait_bandit_5_robbery
|
||||
meet = no_meet
|
||||
|
||||
[remark@wait_bandit_5_robbery] ;Íàâîäèì ñòâîë íà èãðîêà
|
||||
target = story | actor
|
||||
anim = threat_na
|
||||
meet = no_meet
|
||||
on_info = {=dist_to_actor_ge(120) +zat_b52_robbery_done} walker@wait_bandit_5 %+zat_b52_actor_go_offline%
|
||||
on_info2 = {+zat_b52_robbery_no} walker@wait_bandit_5
|
||||
combat_ignore_cond = {!actor_enemy} true, {=check_enemy_name(zat_b38_stalker_cop_dead)} true, {=check_enemy_name(zat_b22_stalker_medic)} true, false
|
||||
Loading…
Add table
Add a link
Reference in a new issue