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473
gamedata/configs/scripts/zaton/zat_b5_stalker_commander.ltx
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473
gamedata/configs/scripts/zaton/zat_b5_stalker_commander.ltx
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[logic@zat_b5_stalker_commander]
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active = walker
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suitable = {-zat_b5_task_end -zat_b7_stalker_victim_leader_alive =check_npc_name(zat_b5_stalker_commander)} true, {-zat_b5_task_end +zat_b7_stalker_victim_leader_alive =check_npc_name(zat_b5_stalker_commander_b7)} true, { -zat_b5_task_end =target_squad_name(zat_b5_stalkers_squad) !is_alive(zat_b5_stalker_commander_id) !is_alive(zat_b5_stalker_commander_b7_id) =is_squad_commander} true
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prior = 200
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post_combat_time = 0,0
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on_death = death
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on_hit = hit
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[walker]
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path_walk = zat_b5_stalker_commander_1_walk
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path_look = zat_b5_stalker_commander_1_look
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;out_restr = zat_b5_dolg_trader_1_defence
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def_state_moving = assault
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meet = no_meet
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on_info = {+zat_b5_actor_with_bandits} walker@start_work_bandit %=actor_enemy%
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on_info2 = {+zat_b5_actor_with_dealer} walker@start_work_bandit %=actor_enemy% ;walker@start_work_dealer %=actor_enemy%
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on_info3 = {+zat_b5_actor_with_stalkers} walker@start_work_stalker
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combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer)} true, {=check_enemy_name(actor)} true, {=check_enemy_name(zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
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danger = danger
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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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;----------------------çà áàíäèòîâ------------------------
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[walker@start_work_bandit]
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path_walk = zat_b5_stalker_commander_b_1_walk
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path_look = zat_b5_stalker_commander_b_1_look
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;out_restr = zat_b5_dolg_trader_1_defence
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def_state_moving = sneak_run
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on_info = {+zat_b5_actor_bandit_go_to_trader} walker@start_bandit_2 %=actor_enemy%
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on_info2 = {+zat_b5_meat} walker@fight_bandit ;{=actor_see_npc =see_actor} walker@fight_bandit %+zat_b5_meat%,
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meet = no_meet
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combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer)} true, {=check_enemy_name(actor)} true, {=check_enemy_name(zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
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danger = danger
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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@start_bandit_2]
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path_walk = zat_b5_stalker_commander_b_2_walk
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path_look = zat_b5_stalker_commander_b_2_look
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;out_restr = zat_b5_dolg_trader_1_defence
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def_state_moving = sneak_run
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on_signal = com_walk_2 | walker@start_bandit_3
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on_info = {+zat_b5_meat} walker@fight_bandit ;{=actor_see_npc =see_actor} walker@fight_bandit %+zat_b5_meat%,
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meet = no_meet
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combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer)} true, {=check_enemy_name(actor)} true, {=check_enemy_name(zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
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danger = danger
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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@start_bandit_3]
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path_walk = zat_b5_stalker_commander_b_3_walk
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path_look = zat_b5_stalker_commander_b_3_look
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;out_restr = zat_b5_dolg_trader_1_defence
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def_state_moving = sneak_run
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on_info = {+zat_b5_dealer_speak_2_done} walker@start_bandit_4 %+zat_b5_stalker_attack_dealer%
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on_info2 = {+zat_b5_meat} walker@fight_bandit ;{=actor_see_npc =see_actor} walker@fight_bandit %+zat_b5_meat%,
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meet = no_meet
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combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer)} true, {=check_enemy_name(actor)} true, {=check_enemy_name(zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
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danger = danger
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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@start_bandit_4]
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path_walk = zat_b5_stalker_commander_b_4_walk
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path_look = zat_b5_stalker_commander_b_4_look
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;out_restr = zat_b5_dolg_trader_1_defence
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def_state_moving = sneak_run
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;on_signal = com_walk_4 | walker@fight
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on_info = {+zat_b5_meat} walker@fight
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on_actor_dist_le_nvis = 5 | walker@fight_bandit
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meet = no_meet
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combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer)} true, {=check_enemy_name(actor)} true, {=check_enemy_name(zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
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danger = danger
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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@fight_bandit]
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path_walk = zat_b5_stalker_commander_fight_1_walk
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path_look = zat_b5_stalker_commander_fight_1_look
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out_restr = zat_b5_smart_terrain_attack
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def_state_moving = patrol
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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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on_info = {+zat_b5_dealer_speak_2_done -zat_b5_stalker_attack_dealer} %+zat_b5_stalker_attack_dealer%
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combat_ignore_cond = {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
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[camper@fight]
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path_walk = zat_b5_stalker_commander_camper_1_walk
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path_look = zat_b5_stalker_commander_camper_1_look
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out_restr = zat_b5_smart_terrain_attack
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on_signal = com_cam_end | walker@fight
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on_game_timer = 100 | walker@fight
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radius = 5
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no_retreat = 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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combat_ignore_cond = {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
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[walker@fight]
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path_walk = zat_b5_stalker_commander_fight_1_walk
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path_look = zat_b5_stalker_commander_fight_1_look
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out_restr = zat_b5_smart_terrain_attack
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def_state_moving = patrol
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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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combat_ignore_cond = {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
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;------------------çà ñòàëêåðîâ æäåò àêòåðà---------------------------------------------------
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[walker@start_work_stalker]
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path_walk = zat_b5_stalker_commander_1_walk
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path_look = zat_b5_stalker_commander_1_look
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out_restr = zat_b5_stalkers_start_out_restr
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on_signal = point | walker@start_work_stalker_prec
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def_state_moving = assault
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meet = meet
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combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer)} true, {=check_enemy_name(zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
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danger = danger
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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@start_work_stalker_prec]
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path_walk = zat_b5_stalker_commander_1_walk
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path_look = zat_b5_stalker_commander_1_look
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out_restr = zat_b5_stalkers_start_out_restr
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def_state_moving = assault
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meet = meet
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on_actor_dist_le_nvis = 15 | remark@look_player
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;on_info = {+zat_b5_meat} walker@fight_stalker
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combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer)} true, {=check_enemy_name(zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
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danger = danger
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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@look_player]
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anim = guard_na
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target = story | actor
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meet = meet
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on_info = {+zat_b5_actor_stalker_go_to_trader} remark@say_actor
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;on_info2 = {+zat_b5_meat} walker@fight_stalker
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combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer)} true, {=check_enemy_name(zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} 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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[remark@say_actor]
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anim = guard_na
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target = story | actor
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meet = no_meet
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on_info = %=play_sound(zat_b5_stalkers_watch_out_sentry)%
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on_signal = sound_end | walker@go_to_position_1
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on_info2 = {+zat_b5_meat} walker@fight_stalker
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combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer)} true, {=check_enemy_name(zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} 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@go_to_position_1]
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path_walk = zat_b5_stalker_commander_1_walk
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path_look = zat_b5_stalker_commander_1_look
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out_restr = zat_b5_stalkers_start_out_restr
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def_state_moving = assault
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def_state_standing = guard_na
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on_game_timer = 20 | walker@go_to_position_2
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on_info = {+zat_b5_meat} walker@fight_stalker
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meet = no_meet
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combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer)} true, {=check_enemy_name(zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
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danger = danger
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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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;----------------êðàäóòñÿ ê äîìó-----------------------
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[walker@go_to_position_2]
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path_walk = zat_b5_stalker_commander_2_walk
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path_look = zat_b5_stalker_commander_2_look
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;out_restr = zat_b5_dolg_trader_1_defence
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def_state_moving = assault
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on_signal = com_walk_2 | walker@go_to_position_3
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on_info = {+zat_b5_meat} walker@fight_stalker
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meet = no_meet
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combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer)} true, {=check_enemy_name(zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
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danger = danger
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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@go_to_position_3]
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path_walk = zat_b5_stalker_commander_3_walk
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path_look = zat_b5_stalker_commander_3_look
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;out_restr = zat_b5_dolg_trader_1_defence
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def_state_moving = sneak_run
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on_signal = com_walk_3 | walker@go_to_position_4
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on_info = {+zat_b5_meat} walker@fight_stalker
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meet = no_meet
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combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer)} true, {=check_enemy_name(zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
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danger = danger
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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@go_to_position_4]
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path_walk = zat_b5_stalker_commander_4_walk
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path_look = zat_b5_stalker_commander_4_look
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;out_restr = zat_b5_dolg_trader_1_defence
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def_state_moving = sneak_run
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on_signal = com_walk_4 | walker@im_in_position
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on_info = {+zat_b5_meat} walker@fight_stalker
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meet = no_meet
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combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer)} true, {=check_enemy_name(zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
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danger = danger
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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@im_in_position]
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path_walk = zat_b5_stalker_commander_4_walk
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path_look = zat_b5_stalker_commander_4_look
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;out_restr = zat_b5_dolg_trader_1_defence
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def_state_moving = sneak_run
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on_info = {+zat_b5_meat} walker@fight_stalker
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on_info2 = {+zat_b5_dealer_speak_2_done} remark@attack_dealer
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meet = no_meet
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combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer)} true, {=check_enemy_name(zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
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danger = danger
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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@attack_dealer]
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anim = hide
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target = story | actor
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meet = no_meet
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on_info = %=play_sound(zat_b5_stalkers_all_clear_go)%
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on_signal = sound_end | walker@fight_stalker %+zat_b5_stalker_attack_dealer%
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on_info2 = {+zat_b5_meat} camper@fight_stalker ;walker@fight_stalker
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combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer)} true, {=check_enemy_name(zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} 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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[camper@fight_stalker]
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path_walk = zat_b5_stalker_commander_camper_1_walk
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path_look = zat_b5_stalker_commander_camper_1_look
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out_restr = zat_b5_smart_terrain_attack
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on_signal = com_cam_end | walker@fight_stalker
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on_game_timer = 100 | walker@fight_stalker
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def_state_moving1 = sneak_run
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def_state_moving_fire = sneak_fire
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radius = 5
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no_retreat = 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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combat_ignore_cond = {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
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[walker@fight_stalker]
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path_walk = zat_b5_stalker_commander_fight_1_walk
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path_look = zat_b5_stalker_commander_fight_1_look
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out_restr = zat_b5_smart_terrain_attack
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meet = no_meet
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on_info = {+zat_b5_actor_help_stalkers} walker@after_fight_stalker
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;on_info2 = {-zat_b5_meat} %+zat_b5_meat%
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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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combat_ignore_cond = {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
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[walker@after_fight_stalker]
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path_walk = walker_7_walk
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path_look = walker_7_look
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out_restr = zat_b5_smart_terrain_attack
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meet = meet
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wounded = wounded
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gather_items_enabled = false
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help_wounded_enabled = false
|
||||
corpse_detection_enabled = false
|
||||
combat_ignore_cond = {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
|
||||
|
||||
|
||||
;-----------------çà òîðãîâöà-------------------------------
|
||||
[walker@start_work_dealer]
|
||||
path_walk = zat_b5_stalker_commander_1_walk
|
||||
path_look = zat_b5_stalker_commander_1_look
|
||||
;out_restr = zat_b5_dolg_trader_1_defence
|
||||
def_state_moving = assault
|
||||
meet = no_meet
|
||||
on_info = {+zat_b5_actor_bandit_go_to_trader} walker@dealer_go_to_position_1
|
||||
on_info2 = {=actor_see_npc =see_actor} walker@fight_dealer %+zat_b5_meat%, {+zat_b5_meat} walker@fight_dealer
|
||||
combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer)} true, {=check_enemy_name(zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
|
||||
danger = danger
|
||||
wounded = wounded
|
||||
gather_items_enabled = false
|
||||
help_wounded_enabled = false
|
||||
corpse_detection_enabled = false
|
||||
|
||||
[walker@dealer_go_to_position_1]
|
||||
path_walk = zat_b5_stalker_commander_1_walk
|
||||
path_look = zat_b5_stalker_commander_1_look
|
||||
;out_restr = zat_b5_dolg_trader_1_defence
|
||||
def_state_moving = assault
|
||||
on_game_timer = 10 | walker@dealer_go_to_position_2
|
||||
on_info = {+zat_b5_meat} walker@fight_dealer
|
||||
meet = no_meet
|
||||
combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer)} true, {=check_enemy_name(zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
|
||||
danger = danger
|
||||
wounded = wounded
|
||||
gather_items_enabled = false
|
||||
help_wounded_enabled = false
|
||||
corpse_detection_enabled = false
|
||||
|
||||
[walker@dealer_go_to_position_2]
|
||||
path_walk = zat_b5_stalker_commander_2_walk
|
||||
path_look = zat_b5_stalker_commander_2_look
|
||||
;out_restr = zat_b5_dolg_trader_1_defence
|
||||
def_state_moving = assault
|
||||
on_signal = com_walk_2 | walker@dealer_go_to_position_3
|
||||
on_info = {+zat_b5_meat} walker@fight_dealer
|
||||
meet = no_meet
|
||||
combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer)} true, {=check_enemy_name(zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
|
||||
danger = danger
|
||||
wounded = wounded
|
||||
gather_items_enabled = false
|
||||
help_wounded_enabled = false
|
||||
corpse_detection_enabled = false
|
||||
|
||||
[walker@dealer_go_to_position_3]
|
||||
path_walk = zat_b5_stalker_commander_3_walk
|
||||
path_look = zat_b5_stalker_commander_3_look
|
||||
;out_restr = zat_b5_dolg_trader_1_defence
|
||||
def_state_moving = assault
|
||||
on_signal = com_walk_3 | walker@dealer_go_to_position_4
|
||||
on_info = {+zat_b5_meat} walker@fight_dealer
|
||||
meet = no_meet
|
||||
combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer)} true, {=check_enemy_name(zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
|
||||
danger = danger
|
||||
wounded = wounded
|
||||
gather_items_enabled = false
|
||||
help_wounded_enabled = false
|
||||
corpse_detection_enabled = false
|
||||
|
||||
[walker@dealer_go_to_position_4]
|
||||
path_walk = zat_b5_stalker_commander_4_walk
|
||||
path_look = zat_b5_stalker_commander_4_look
|
||||
;out_restr = zat_b5_dolg_trader_1_defence
|
||||
def_state_moving = assault
|
||||
on_signal = com_walk_4 | walker@dealer_im_in_position
|
||||
on_info = {+zat_b5_meat} walker@fight_dealer
|
||||
meet = no_meet
|
||||
combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer)} true, {=check_enemy_name(zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
|
||||
danger = danger
|
||||
wounded = wounded
|
||||
gather_items_enabled = false
|
||||
help_wounded_enabled = false
|
||||
corpse_detection_enabled = false
|
||||
|
||||
[walker@dealer_im_in_position]
|
||||
path_walk = zat_b5_stalker_commander_4_walk
|
||||
path_look = zat_b5_stalker_commander_4_look
|
||||
;out_restr = zat_b5_dolg_trader_1_defence
|
||||
def_state_moving = sneak_run
|
||||
on_info = {+zat_b5_meat} walker@fight_dealer
|
||||
on_info2 = {+zat_b5_dealer_speak_2_done} walker@dealer_go_to_fire_position %+zat_b5_stalker_attack_dealer%
|
||||
meet = no_meet
|
||||
combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer)} true, {=check_enemy_name(zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
|
||||
danger = danger
|
||||
wounded = wounded
|
||||
gather_items_enabled = false
|
||||
help_wounded_enabled = false
|
||||
corpse_detection_enabled = false
|
||||
|
||||
[walker@dealer_go_to_fire_position]
|
||||
path_walk = zat_b5_stalker_commander_5_walk
|
||||
path_look = zat_b5_stalker_commander_5_look
|
||||
;out_restr = zat_b5_dolg_trader_1_defence
|
||||
def_state_moving = sneak_run
|
||||
on_signal = com_walk_5 | camper@fight_dealer
|
||||
on_info = {+zat_b5_meat} walker@fight_dealer
|
||||
meet = no_meet
|
||||
combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer)} true, {=check_enemy_name(zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
|
||||
danger = danger
|
||||
wounded = wounded
|
||||
gather_items_enabled = false
|
||||
help_wounded_enabled = false
|
||||
corpse_detection_enabled = false
|
||||
|
||||
[camper@fight_dealer]
|
||||
path_walk = zat_b5_stalker_commander_camper_1_walk
|
||||
path_look = zat_b5_stalker_commander_camper_1_look
|
||||
on_signal = com_cam_end | walker@fight_dealer
|
||||
on_game_timer = 100 | walker@fight_dealer
|
||||
radius = 5
|
||||
no_retreat = true
|
||||
meet = no_meet
|
||||
wounded = wounded
|
||||
gather_items_enabled = false
|
||||
help_wounded_enabled = false
|
||||
corpse_detection_enabled = false
|
||||
out_restr = zat_b5_smart_terrain_attack
|
||||
combat_ignore_cond = {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
|
||||
|
||||
[walker@fight_dealer]
|
||||
path_walk = zat_b5_stalker_commander_fight_1_walk
|
||||
path_look = zat_b5_stalker_commander_fight_1_look
|
||||
out_restr = zat_b5_smart_terrain_attack
|
||||
meet = no_meet
|
||||
wounded = wounded
|
||||
;gather_items_enabled = false
|
||||
help_wounded_enabled = false
|
||||
corpse_detection_enabled = false
|
||||
combat_ignore_cond = {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
|
||||
|
||||
|
||||
[meet]
|
||||
close_distance = 5
|
||||
close_anim = guard_na
|
||||
close_victim = actor
|
||||
use = {=actor_has_weapon} false, true
|
||||
abuse = true
|
||||
trade_enable = false
|
||||
allow_break = false
|
||||
meet_dialog = {-zat_b5_actor_help_stalkers_pric} zat_b5_stalker_commander_dialog
|
||||
snd_on_use = {=actor_has_weapon} meet_hide_weapon, nil
|
||||
|
||||
[wounded]
|
||||
hp_state = 0|wounded_heavy@help_heavy
|
||||
hp_state_see = 0|wounded_heavy@help_heavy
|
||||
hp_victim = 0|nil
|
||||
hp_fight = 0|false
|
||||
hp_cover = 0|false
|
||||
|
||||
[danger]
|
||||
ignore_distance = 0
|
||||
|
||||
[hit]
|
||||
on_info = {=hit_by_actor -zat_b5_stalker_hit} %+zat_b5_stalker_hit +zat_b5_meat%, {-zat_b5_meat +zat_b5_actor_stalker_go_to_trader} %+zat_b5_meat%
|
||||
|
||||
[death]
|
||||
on_info = %=inc_counter(stalker_death) +zat_b5_stalker_leader_dead%
|
||||
Loading…
Add table
Add a link
Reference in a new issue