[wounded@no_wound] hp_state = 0 | wounded_heavy@help_heavy hp_state_see = 0 | wounded_heavy@help_heavy hp_victim = 0 | nil hp_cover = 0 | false hp_fight = 0 | false [logic@jup_a12_stalker_prisoner] active = walker@stand_prisoner on_hit = hit on_death = death suitable = {=check_npc_name(jup_a12_stalker_prisoner) -jup_a12_stalker_prisoner_free_dialog_done} true prior = 200 post_combat_time = 0, 0 [walker@stand_prisoner] path_walk = stalker_prisoner_stand_prisoner_walk path_look = stalker_prisoner_stand_prisoner_look combat_ignore_cond = true combat_ignore_keep_when_attacked = true meet = no_meet on_info = {+jup_a12_stalker_prisoner_free} walker@stand_up %-jup_a12_prisoner_invul%, {+jup_a12_bandit_out +jup_a12_actor_choose_power} walker@stand_up %+jup_a12_prisoner_free_with_stalkers -jup_a12_prisoner_invul%, {+jup_a12_bandit_out} walker@stand_up %+jup_a12_stalker_prisoner_free -jup_a12_prisoner_invul%, {+jup_a12_chief_bandit_kill_prisoner} remark@get_killed %-jup_a12_prisoner_invul%, {+jup_a12_stalker_prisoner_dead} %=kill_npc% on_info2 = {=actor_in_zone(jup_a12_sr_threat_prisoner_zone)} walker@stand_prisoner_true on_info3 = {!npc_in_zone(jup_a12_sr_threat_prisoner_zone)} %=teleport_npc(jup_a12_stalker_prisoner_stand_prisoner_walk)% on_info4 = {-jup_a12_prisoner_invul} %+jup_a12_prisoner_invul% invulnerable = true gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false out_restr = jup_a12_sr_threat_prisoner_zone [walker@stand_prisoner_true] path_walk = stalker_prisoner_stand_prisoner_walk path_look = stalker_prisoner_stand_prisoner_look combat_ignore_cond = true combat_ignore_keep_when_attacked = true meet = no_meet on_info = {=quest_npc_enemy_actor(jup_a12_stalker_prisoner)} walker@quick_get_out_of_base %+jup_a12_actor_enemy_to_bandits +jup_a12_stalker_prisoner_says_we_can_run_from_here% on_info2 = {+jup_a12_stalker_prisoner_free} walker@stand_up, {+jup_a12_bandit_out +jup_a12_actor_choose_power} walker@stand_up %+jup_a12_prisoner_free_with_stalkers%, {+jup_a12_bandit_out} walker@stand_up %+jup_a12_stalker_prisoner_free%, {+jup_a12_chief_bandit_kill_prisoner} remark@get_killed, {+jup_a12_stalker_prisoner_dead} %=kill_npc% on_info3 = {!actor_in_zone(jup_a12_sr_threat_prisoner_zone)} walker@stand_prisoner on_info4 = {+jup_a12_prisoner_invul} %-jup_a12_prisoner_invul% gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false out_restr = jup_a12_sr_threat_prisoner_zone wounded = wounded@no_wound [remark@get_killed] combat_ignore_cond = true combat_ignore_keep_when_attacked = true meet = no_meet on_info = {+jup_a12_bandit_out +jup_a12_actor_choose_power} walker@stand_up %+jup_a12_prisoner_free_with_stalkers%, {+jup_a12_bandit_out} walker@stand_up %+jup_a12_stalker_prisoner_free% anim = prisoner target = story | jup_a12_bandit_chief gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false out_restr = jup_a12_sr_threat_prisoner_zone wounded = wounded@no_wound [walker@stand_up] path_walk = stalker_prisoner_stand_up_walk path_look = stalker_prisoner_stand_up_look combat_ignore_cond = {!actor_enemy} true, false combat_ignore_keep_when_attacked = true meet = no_meet on_game_timer = 50 | %+jup_a12_stalker_prisoner_stood_up +pri_a12_stalker_prisoner_free +jup_a12_actor_is_ready% on_info = {+jup_a12_stalker_prisoner_stood_up +jup_a12_actor_enemy_to_bandits} walker@hide_until_walk_out, {+jup_a12_stalker_prisoner_stood_up -jup_a12_actor_enemy_to_bandits} walker@out_of_prison gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false out_restr = jup_a12_sr_threat_prisoner_zone wounded = wounded@no_wound [walker@hide_until_walk_out] path_walk = stalker_prisoner_hide_until_walk_out_walk path_look = stalker_prisoner_hide_until_walk_out_look on_info = {+jup_a12_stalker_prisoner_hide_end} walker@out_of_containers %+jup_a12_stalker_prisoner_wait_for_dialog =set_squad_goodwill(jup_a12_prisoner:friend)% on_info2 = {=actor_enemy} walker@quick_get_out_of_base on_info3 = {=dist_to_actor_ge(120)} %+jup_a12_stalker_prisoner_hide_end% on_info4 = %=play_sound(jup_a12_stalker_prisoner_thanks_actor)% combat_ignore_cond = {!actor_enemy} true, false combat_ignore_keep_when_attacked = true meet = meet@hide_until_walk_out_meet def_state_standing = hide_na help_wounded_enabled = false out_restr = jup_a12_sr_threat_prisoner_zone wounded = wounded@no_wound [meet@hide_until_walk_out_meet] close_victim = actor close_anim = nil meet_dialog = jup_a12_stalker_prisoner_hide_until_walk_out_dialog trade_enable = false snd_on_use = nil close_snd_hello = nil close_snd_bye = nil use = {=is_wounded} false, {=actor_enemy} false, true [walker@out_of_prison] path_walk = stalker_prisoner_thank_to_actor_walk path_look = stalker_prisoner_thank_to_actor_look combat_ignore_cond = {!actor_enemy} true, {-jup_a12_actor_enemy_to_bandits} true, false combat_ignore_keep_when_attacked = true meet = no_meet def_state_moving = run on_signal = path_end | %+jup_a12_stalker_prisoner_out_of_prison% on_info = {+jup_a12_stalker_prisoner_out_of_prison} remark@thank_to_actor, {+jup_a12_stalker_prisoner_hit_by_actor} walker@quick_get_out_of_base gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false wounded = wounded@no_wound [remark@thank_to_actor] target = story | actor on_signal = sound_end | %+jup_a12_stalker_prisoner_wait_for_dialog% on_info = %=play_sound(jup_a12_stalker_prisoner_thanks_actor)% on_info2 = {+jup_a12_stalker_prisoner_wait_for_dialog} walker@thank_to_actor combat_ignore_cond = {!actor_enemy} true, {-jup_a12_actor_enemy_to_bandits} true, false combat_ignore_keep_when_attacked = true meet = no_meet gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false wounded = wounded@no_wound [walker@thank_to_actor] path_walk = stalker_prisoner_thank_to_actor_walk path_look = stalker_prisoner_thank_to_actor_look combat_ignore_cond = {!actor_enemy} true, {-jup_a12_actor_enemy_to_bandits} true, false combat_ignore_keep_when_attacked = true def_state_moving = run on_game_timer = 300 | %+jup_a12_stalker_prisoner_thanked_actor% on_info = {+jup_a12_stalker_prisoner_thanked_actor} walker@out_of_hangar %=set_squad_goodwill(jup_a12_prisoner:1000)%, {+jup_a12_stalker_prisoner_hit_by_actor} walker@quick_get_out_of_base, {+jup_a12_actor_did_not_pay_to_cashier} %+jup_a12_stalker_prisoner_thanked_actor +jup_a12_stalker_prisoner_out_of_hangar% meet = meet@thank_to_actor gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false wounded = wounded@no_wound [meet@thank_to_actor] close_snd_hello = nil close_snd_bye = nil close_victim = actor close_anim = wait_na meet_dialog = jup_a12_stalker_prisoner_thank_bandits_base_dialog trade_enable = false snd_on_use = nil use = {=is_wounded} false, {=actor_enemy} false, {=has_enemy} false, {=actor_has_weapon} false, true [walker@out_of_hangar] path_walk = stalker_prisoner_out_of_hangar_walk path_look = stalker_prisoner_out_of_hangar_look combat_ignore_cond = {!actor_enemy} true, {-jup_a12_actor_enemy_to_bandits} true, false combat_ignore_keep_when_attacked = true def_state_moving = assault on_signal = path_end | %+jup_a12_stalker_prisoner_out_of_hangar% on_info = {+jup_a12_bandit_out} walker@out_of_containers %+jup_a12_stalker_prisoner_out_of_hangar% on_info2 = {+jup_a12_bandit_cashier_dead} walker@quick_get_out_of_base on_info3 = {+jup_a12_stalker_prisoner_out_of_hangar +jup_a12_actor_paid_to_cashier} walker@out_of_containers on_info4 = {+jup_a12_actor_did_not_pay_to_cashier} walker@hide %+jup_a12_stalker_prisoner_out_of_hangar =disable_memory_object% on_info5 = {+jup_a12_stalker_prisoner_hit_by_actor} walker@quick_get_out_of_base on_info6 = {+jup_a12_stalker_prisoner_out_of_hangar !is_alive(jup_a12_bandit_cashier)} walker@out_of_containers meet = no_meet gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false wounded = wounded@no_wound [walker@hide] path_walk = stalker_prisoner_battle_walk path_look = stalker_prisoner_battle_look combat_ignore_cond = {!actor_enemy} true, false combat_ignore_keep_when_attacked = true def_state_moving = sprint def_state_standing = hide_na meet = meet@hide_until_walk_out_meet out_restr = jup_a12_sr_prisoner_hide gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false on_info = {+jup_a12_stalker_prisoner_hide_end} walker@out_of_containers %=set_squad_goodwill(jup_a12_prisoner:friend)% on_info2 = {=actor_enemy} walker@quick_get_out_of_base on_info3 = {=dist_to_actor_ge(120)} %+jup_a12_stalker_prisoner_hide_end% on_info4 = {=has_enemy} %=disable_memory_object% wounded = wounded@no_wound [walker@quick_get_out_of_base] path_walk = merc_stalker_prisoner_out_of_containers_walk path_look = merc_stalker_prisoner_out_of_containers_look combat_ignore_cond = true combat_ignore_keep_when_attacked = true def_state_moving = sprint on_signal = path_end | %+jup_a12_stalker_prisoner_out_of_containers% on_info = {+jup_a12_stalker_prisoner_out_of_containers} walker@out_of_containers ;on_info2 = {-jup_a12_stalker_prisoner_says_we_can_run_from_here} %+jup_a12_stalker_prisoner_says_we_can_run_from_here =play_sound(jup_a12_stalker_prisoner_says_we_can_run_from_here)% on_info3 = {-jup_a12_stalker_prisoner_out_of_containers =npc_in_zone(jup_a12_sr_containers_warnzone)} %+jup_a12_stalker_prisoner_out_of_containers% meet = no_meet gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false wounded = wounded@no_wound [walker@out_of_containers] path_walk = merc_stalker_prisoner_out_of_containers_walk path_look = merc_stalker_prisoner_out_of_containers_look combat_ignore_cond = {!actor_enemy} true, {-jup_a12_actor_enemy_to_bandits} true, false combat_ignore_keep_when_attacked = true def_state_moving = assault on_signal = path_end | %+jup_a12_stalker_prisoner_out_of_containers% on_info = {-jup_a12_stalker_prisoner_free_dialog_done +jup_a12_stalker_prisoner_hit_by_actor} %+jup_a12_stalker_prisoner_free_dialog_done% on_info2 = {-jup_a12_stalker_prisoner_free_dialog_done =actor_enemy} %+jup_a12_stalker_prisoner_free_dialog_done% on_info3 = {-jup_a12_stalker_prisoner_out_of_containers =npc_in_zone(jup_a12_sr_containers_warnzone)} %+jup_a12_stalker_prisoner_out_of_containers% meet = meet@going_out_of_containers_meet gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false wounded = wounded@no_wound [meet@going_out_of_containers_meet] close_snd_hello = nil close_snd_bye = nil close_victim = nil close_distance = 0 far_distance = 0 meet_dialog = {+jup_a12_stalker_prisoner_out_of_containers} jup_a12_stalker_prisoner_free_dialog, jup_a12_stalker_prisoner_thank_bandits_base_dialog trade_enable = false allow_break = false snd_on_use = nil use = {=is_wounded} false, {=actor_enemy} false, {=has_enemy} false, {=actor_has_weapon} false, true [hit] on_info = {+jup_a12_prisoner_invul}, {-jup_a12_stalker_prisoner_free -jup_a12_prisoner_free_with_stalkers -jup_a12_stalker_prisoner_dead} %+jup_a12_stalker_prisoner_dead =kill_npc% [death] on_info = %+jup_a12_stalker_prisoner_dead +pri_a12_stalker_prisoner_free +jup_a12_stalker_prisoner_free% [logic@jup_a12_prisoner_free] active = walker@already_out_of_containers on_hit = hit on_death = death suitable = {=check_npc_name(jup_a12_stalker_prisoner)} true prior = 200 post_combat_time = 0, 0 [walker@already_out_of_containers] path_walk = stalker_prisoner_out_of_containers_walk path_look = stalker_prisoner_out_of_containers_look combat_ignore_cond = {!actor_enemy} true, {-jup_a12_actor_enemy_to_bandits} true, false combat_ignore_keep_when_attacked = true def_state_moving = assault on_signal = path_end | %+jup_a12_stalker_prisoner_out_of_containers% ;on_game_timer = 1200 | %+jup_a12_stalker_prisoner_free_dialog_done% on_info = {-jup_a12_stalker_prisoner_free_dialog_done +jup_a12_stalker_prisoner_hit_by_actor} %+jup_a12_stalker_prisoner_free_dialog_done% on_info2 = {-jup_a12_stalker_prisoner_free_dialog_done =actor_enemy} %+jup_a12_stalker_prisoner_free_dialog_done% on_info3 = {+jup_a12_stalker_prisoner_out_of_containers =dist_to_actor_le(10)} remark@out_of_containers on_info4 = {+jup_a12_stalker_prisoner_free_dialog_done} walker@get_out_far_away on_info5 = {-jup_a12_stalker_prisoner_out_of_containers =npc_in_zone(jup_a12_sr_containers_warnzone)} %+jup_a12_stalker_prisoner_out_of_containers% on_info6 = {-jup_a12_stalker_prisoner_free_dialog_done =dist_to_actor_ge(75)} %+jup_a12_stalker_prisoner_free_dialog_done% meet = meet@going_out_of_containers_meet gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false wounded = wounded@no_wound [remark@out_of_containers] target = story | actor on_info = %=play_sound(jup_a12_stalkers_to_actor_meet_on_base)% on_info2 = {+jup_a12_stalker_prisoner_free_dialog_done} walker@get_out_far_away on_info3 = {-jup_a12_stalker_prisoner_free_dialog_done =dist_to_actor_ge(75)} %+jup_a12_stalker_prisoner_free_dialog_done% combat_ignore_cond = {!actor_enemy} true, {-jup_a12_actor_enemy_to_bandits} true, false combat_ignore_keep_when_attacked = true meet = meet@out_of_containers_meet ;on_game_timer = 300 | %+jup_a12_stalker_prisoner_free_dialog_done% gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false wounded = wounded@no_wound [meet@out_of_containers_meet] close_snd_hello = nil close_snd_bye = nil close_victim = actor close_anim = wait_na meet_dialog = {+jup_a12_stalker_prisoner_out_of_containers} jup_a12_stalker_prisoner_free_dialog, jup_a12_stalker_prisoner_thank_bandits_base_dialog trade_enable = false allow_break = false snd_on_use = nil use = {=is_wounded} false, {=actor_enemy} false, {=has_enemy} false, {=dist_to_actor_le(3) +jup_a12_stalker_prisoner_out_of_containers -jup_a12_stalker_prisoner_free_dialog_done !actor_has_weapon} self, {!actor_enemy =actor_has_weapon} true, true [walker@get_out_far_away] path_walk = stalker_prisoner_base_walk combat_ignore_cond = {!actor_enemy} true, {=check_enemy_smart(jup_a12)} true, false combat_ignore_keep_when_attacked = true def_state_moving = assault on_info = {-jup_a12_stalkers_on_base =npc_in_zone(jup_a6_sr_light)} %+jup_a12_stalkers_on_base +jup_a12_stalker_prisoner_cheats_to_base% on_info2 = {-jup_a12_stalker_prisoner_cheats_to_base -jup_a12_actor_guided_base =dist_to_actor_ge(100)} %+jup_a12_stalker_prisoner_cheats_to_base% on_info3 = {!has_enemy =dist_to_actor_le(5)} remark@wait_while_walking meet = meet@out_of_containers_meet gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false out_restr = jup_a6_sr_noweap wounded = wounded@no_wound [remark@wait_while_walking] target = story | actor combat_ignore_cond = {!actor_enemy} true, {-jup_a12_actor_enemy_to_bandits} true, false combat_ignore_keep_when_attacked = true meet = meet@out_of_containers_meet gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false on_info = {=has_enemy} walker@get_out_far_away, {=dist_to_actor_ge(5)} walker@get_out_far_away wounded = wounded@no_wound [logic@jup_a12_stalker_prisoner_base] active = animpoint@go_to_base_done on_hit = hit on_death = death suitable = {=check_npc_name(jup_a12_stalker_prisoner) +jup_a12_stalkers_on_base} true, {=check_npc_name(jup_a12_stalker_prisoner) +jup_a12_stalker_prisoner_cheats_to_base} true prior = 200 post_combat_time = 0, 0 [animpoint@go_to_base_done] reach_movement = assault cover_name = jup_a6_animp_prisoner use_camp = false meet = meet@base_meet on_info = {-jup_a12_stalkers_on_base =npc_in_zone(jup_a6_sr_light)} %+jup_a12_stalkers_on_base +jup_a12_stalker_prisoner_cheats_to_base% on_info2 = {-jup_a12_stalker_prisoner_cheats_to_base -jup_a12_actor_guided_base =dist_to_actor_ge(100)} %+jup_a12_stalker_prisoner_cheats_to_base% combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true out_restr = jup_a6_sr_noweap gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false wounded = wounded@no_wound [meet@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 = {=actor_enemy} false, true allow_break = false trade_enable = false meet_dialog = jup_a12_stalker_prisoner_free_dialog meet_on_talking = false