[logic@zat_b106_stalker_garmata] suitable = {=check_npc_name(zat_b106_stalker_garmata)} true prior = 200 active = walker@infirmary [walker@infirmary] path_walk = garmata_1_walk path_look = gonta_1_walk def_state_standing = wait_na meet = no_meet on_info = {-zat_b106_start_dialogs} walker@wait_gonta on_info2 = {+zat_b106_start_dialogs -zat_b106_hunt_finish} animpoint@base on_info3 = {+zat_b106_start_dialogs +zat_b106_hunt_finish} walker@ya_doma combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true out_restr = zat_a2_sr_noweap gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false def_state_moving = walk [walker@wait_gonta] path_walk = garmata_1_walk path_look = gonta_1_walk def_state_standing = wait_na meet = no_meet on_info = {+zat_b106_gonta_story_ask_done} remark@story_reply combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true out_restr = zat_a2_sr_noweap gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false def_state_moving = walk [remark@story_reply] anim = wait_na target = path| zat_stalker_base_smart_gonta_1_walk,0 ;story | zat_b106_stalker_gonta on_info = %=play_sound(zat_b106_garmata_story_reply)% on_signal = sound_end | walker@story_reply_wait %+zat_b106_garmata_story_reply_done% meet = no_meet combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true out_restr = zat_a2_sr_noweap gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false def_state_moving = walk [walker@story_reply_wait] path_walk = garmata_1_walk path_look = gonta_1_walk def_state_standing = wait_na meet = no_meet on_info = {+zat_b106_gonta_story_calm_done} walker@wait combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true out_restr = zat_a2_sr_noweap gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false def_state_moving = walk [walker@wait] path_walk = garmata_1_walk path_look = gonta_1_walk def_state_standing = wait_na meet = meet@base on_game_timer = 10 | animpoint@base combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true out_restr = zat_a2_sr_noweap gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false def_state_moving = walk [walker@ya_doma] path_walk = garmata_4_walk path_look = garmata_4_look on_signal = garmata_home | animpoint@base def_state_standing = guard_na meet = no_meet combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true out_restr = zat_a2_sr_noweap gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false def_state_moving = assault wounded = wounded [animpoint@base] cover_name = zat_a2_sc_zat_b106_stalker_garmata meet = meet@base use_camp = false ;on_info = {!dist_to_actor_le(140) -zat_b106_free_stalker_crab -zat_b106_gonta_dead} %+zat_b106_free_stalker_garmata% combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true out_restr = zat_a2_sr_noweap gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [meet@base] close_anim = nil close_victim = nil far_anim = nil far_victim = nil close_distance = 0 far_distance = 0 close_snd_hello = nil close_snd_bye = nil use = false snd_on_use = zat_b106_garmata_refuse_talk meet_on_talking = false [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