[walker@generic] gather_items_enabled = false help_wounded_enabled = true corpse_detection_enabled = false wounded = wounded danger = danger ;---------------------------------------------------------------------------------------------------------- [logic@jup_b1_stalker_4] suitable = {=check_npc_name(jup_b1_stalker_4) !actor_has_item(jup_b1_half_artifact) -jup_b1_task_done} true prior = 70 active = walker@first on_death = death on_combat = combat post_combat_time = 0, 0 [walker@first]:walker@generic path_walk = st_4_first_stand path_look = st_4_first_look on_info = {=actor_has_item(jup_b1_half_artifact)} camper@zombie, {+jup_b1_start} walker@go_to_tunnel on_info2 = {+jup_b1_st_go_home} patrol@go_to_base [walker@go_to_tunnel]:walker@generic def_state_moving1 = assault path_walk = st_4_go_1 on_signal = at_pos | smartcover@first meet = no_meet on_info = {+jup_b1_zomb_is_dead +jup_b1_zomb_3_is_dead +jup_b1_zomb_2_is_dead} camper@camp [smartcover@first]:walker@generic cover_name = jup_b1_st_4_hide_1 cover_state = default_behaviour on_timer = 5000 | {=npc_in_zone(jup_b1_st_4_hide) =actor_in_zone(jup_b1_st_go_in_zone)} walker@chek loophole_name = stand_front_left meet = no_meet on_info = {+jup_b1_zomb_is_dead +jup_b1_zomb_3_is_dead +jup_b1_zomb_2_is_dead} camper@camp [walker@chek]:walker@generic def_state_moving1 = sneak_run path_walk = st_4_chek on_signal = at_pos | remark@chek meet = no_meet combat_ignore_cond = true on_info = {+jup_b1_zomb_is_dead +jup_b1_zomb_3_is_dead +jup_b1_zomb_2_is_dead} camper@camp [remark@chek]:walker@generic anim = bloodsucker_search target = path | jup_b1_zombie_go, 1 on_timer = 6000 | camper@camp %=play_sound(jup_b1_stalkers_lair_check) +jup_b1_st_goin_in% meet = no_meet combat_ignore_cond = true on_info = {+jup_b1_zomb_is_dead +jup_b1_zomb_3_is_dead +jup_b1_zomb_2_is_dead} camper@camp [camper@camp]:walker@generic def_state_moving = sneak_run path_walk = st_4_go_2 path_look = st_4_look_2 def_state_campering = threat def_state_campering_fire = threat_fire combat_ignore_cond = {=check_enemy_name(jup_b1_zombie_1) -jup_b1_zomb_be_fucked} true on_info = {+jup_b1_kill_tuskano} remark@shoot_tushkano meet = no_meet [remark@shoot_tushkano]:walker@generic anim = threat_fire target = story | jup_b1_tushkano_target on_game_timer = 30 | walker@camp2 invulnerable = true combat_ignore_cond = true combat_ignore_keep_when_attacked = true [walker@camp2]:walker@generic path_walk = st_4_go_2 path_look = st_4_look_2 meet = no_meet ;----------------- возврат в нормальное состояние из зомби [remark@psy_back]:walker@generic anim = psy_pain target = path | jup_b1_st_4_zombie_look, 0 on_timer = 8000 | remark@thanks meet = no_meet combat_ignore_cond = true combat_ignore_keep_when_attacked = true [remark@thanks]:walker@generic anim = hide target = story | jup_b1_controller meet = meet@get_on_air on_info = {+jup_b1_go_on_air} walker@on_air on_info2 = {=dist_to_actor_ge(75)} patrol@go_to_base %+jup_b1_go_from_task%, {+jup_b1_go_from_task} patrol@go_to_base in_restr = jup_b1_anomal_place on_timer = 17000 | {!talking} walker@on_air on_timer2 = 9000 | {!is_playing_sound -jup_b1_sd_8} %=play_sound(jup_b1_stalkers_aftershock_1) +jup_b1_sd_8% [meet@get_on_air] close_snd_hello = nil close_snd_bye = nil snd_on_use = nil close_distance = 10 close_anim = guard close_victim = actor abuse = false meet_dialog = jup_b1_st_go_to_exit trade_enable = false allow_break = false [walker@on_air]:walker@generic def_state_moving1 = assault path_walk = st_4_final_stay path_look = st_4_final_look on_info = {=dist_to_actor_ge(75)} patrol@go_to_base %+jup_b1_go_from_task%, {+jup_b1_go_from_task} patrol@go_to_base meet = no_meet on_signal = at_pos | walker@on_air_talk [walker@on_air_talk]:walker@generic path_walk = st_4_final_stay path_look = st_4_final_look on_info = {=dist_to_actor_ge(75)} patrol@go_to_base %+jup_b1_go_from_task%, {+jup_b1_go_from_task} patrol@go_to_base meet = meet@go_home [meet@go_home] close_distance = 10 close_anim = guard close_victim = actor abuse = false trade_enable = false allow_break = false [patrol@go_to_base]:walker@generic path_walk = patrol_to_the_home formation = back on_signal = at_pos | %-jup_b1_st_mission% meet = no_meet on_info = {=health_le(0.5) !actor_enemy} %=restore_health% ;---------------------------превращение в зомби [logic@jup_b1_zomb_stalker_4] suitable = {=check_npc_name(jup_b1_stalker_4) =actor_has_item(jup_b1_half_artifact)} true prior = 70 active = camper@zombie on_death = death on_combat = combat post_combat_time = 0, 0 [camper@zombie]:walker@generic path_walk = st_4_zombie_stay path_look = st_4_zombie_look on_game_timer = 10 | remark@psy_wounded %+jup_b1_spawn_controller% radius = 0 no_retreat = true on_info = {+jup_b1_go_from_task} patrol@go_to_base, {=dist_to_actor_ge(140)} %=kill_npc% meet = no_meet show_spot = false combat_ignore_cond = true combat_ignore_keep_when_attacked = true [remark@psy_wounded]:walker@generic anim = psy_pain target = path | jup_b1_st_4_zombie_look, 0 on_info = {=actor_in_zone(jup_b1_zombie_start_zone)} remark@turnin_zombie on_info2 = {=dist_to_actor_ge(140)} %=kill_npc% combat_ignore_cond = true combat_ignore_keep_when_attacked = true meet = no_meet show_spot = false [remark@turnin_zombie]:walker@generic anim = psy_pain target = path | jup_b1_st_4_zombie_look, 0 on_info = {+jup_b1_controller_is_dead} remark@psy_back %=set_squad_goodwill(jup_b1_stalker_squad:friend)% on_info2 = {=dist_to_actor_ge(140)} %=kill_npc% on_timer = 21000 | walker@zombied %=set_squad_goodwill(jup_b1_stalker_squad:enemy)% combat_ignore_cond = true combat_ignore_keep_when_attacked = true meet = no_meet [walker@zombied]:walker@generic path_walk = st_4_zombie_walk on_info = {+jup_b1_controller_is_dead} remark@psy_back %=set_squad_goodwill(jup_b1_stalker_squad:friend)% on_info2 = {=health_le(0.2)} %=restore_health% on_info3 = {=dist_to_actor_ge(140)} %=kill_npc% meet = no_meet in_restr = jup_b1_anomal_place combat_ignore_cond = {=check_enemy_name(jup_b1_controller)} true wounded = wounded@zombied ;------------------------------------------------------------- [danger] ignore_distance = 0 ignore_distance_grenade = 0 ignore_distance_corpse = 0 ignore_distance_hit = 0 ignore_distance_sound = 0 [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 [combat] on_info = {=actor_enemy} %+jup_b1_actor_atk_squad% [death] on_info = {=killed_by_actor -jup_b1_give_task =squad_exist(jup_b1_stalker_squad)} %+jup_b1_actor_atk_squad +jup_1_stalker_squad_killed_before_mission +jup_b1_stalker_4_is_dead =set_squad_enemy_to_actor(jup_b1_stalker_squad) =stop_sound%, {-jup_b1_give_task =squad_exist(jup_b1_stalker_squad)} %+jup_1_stalker_squad_killed_before_mission +jup_b1_stalker_4_is_dead =stop_sound%, {-jup_b1_give_task +jup_b1_stalker_1_is_dead +jup_b1_stalker_2_is_dead +jup_b1_stalker_3_is_dead} %+jup_1_stalker_squad_killed_before_mission +jup_b1_squad_is_dead +jup_b1_stalker_4_is_dead =stop_sound%, {+jup_b1_give_task +jup_b1_stalker_1_is_dead +jup_b1_stalker_2_is_dead +jup_b1_stalker_3_is_dead} %+jup_b1_squad_is_dead +jup_b1_stalker_4_is_dead =stop_sound%, {=killed_by_actor =squad_exist(jup_b1_stalker_squad)} %+jup_b1_stalker_4_is_dead =set_squad_enemy_to_actor(jup_b1_stalker_squad) =stop_sound%, %+jup_b1_stalker_4_is_dead =stop_sound%