[logic@zat_b14_stalker] suitable = {=check_npc_name(zat_b14_stalker_1) -zat_b14_stalkers_go_sim} true prior = 200 active = walker@item on_death = death post_combat_time = 0, 0 [death] on_info = %+zat_b14_stalker_work_end% [walker@item] path_walk = zat_b14_stalker_1_walk_4 path_look = zat_b14_stalker_1_look_4 on_signal = cut_scene_ready | {-zat_b14_stalker_cut_scene_ready} %+zat_b14_stalker_cut_scene_ready% on_info = {+zat_b14_cut_scene_1_start} walker@give_art on_info2 = {-zat_b14_ui_disable} %+zat_b14_ui_disable =enable_ui% on_info3 = {-zat_b14_st_neutral =npc_in_zone(zat_a2_sr_noweap)} %=set_squad_neutral_to_actor(zat_b14_stalkers) +zat_b14_st_neutral% on_info4 = {+zat_b14_cut_scene_end} animpoint@wait_to_go in_restr = zat_b14_not_give_item_zone def_state_standing = zat_b14_give_artefact_idle def_state_moving = walk meet = no_meet wounded = wounded 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 use_camp = false [walker@give_art] path_walk = zat_b14_stalker_1_walk_4 path_look = zat_b14_stalker_1_look_4 def_state_moving = walk def_state_standing = zat_b14_give_artefact_idle on_info = {+zat_b14_cut_scene_end} animpoint@wait_to_go on_game_timer = 40 | remark@cut_give_item 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 use_camp = false [remark@cut_give_item] target = story | zat_a2_stalker_barmen anim = zat_b14_give_artefact_act on_info = %+zat_b14_cut_scene_stalker_transfer_artefact =play_sound(zat_b14_scene_1_give_item)% on_info2 = {-zat_b14_cut_scene_stalker_not_have_artefact} %+zat_b14_cut_scene_stalker_not_have_artefact =give_money_to_npc(3000)% on_info3 = {+zat_b14_cut_scene_end} animpoint@wait_to_go snd_anim_sync = true on_signal = anim_end | remark@wait %+zat_b14_cut_scene_1_point_01 =destroy_object(story:zat_b14_artefact_id)% 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 [remark@wait] target = story | zat_a2_stalker_barmen anim = wait_na on_info = {+zat_b14_cut_scene_1_point_02} remark@cut_stalker_bye 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 [remark@cut_stalker_bye] target = story | zat_a2_stalker_barmen anim = wait_na on_info = %=play_sound(zat_b14_scene_1_stalker_bye)% on_info2 = {+zat_b14_cut_scene_end} animpoint@wait_to_go snd_anim_sync = true on_signal = sound_end | remark@cut_teach_actor %+zat_b14_cut_scene_1_point_03% 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 [remark@cut_teach_actor] target = story | actor anim = wait_na on_game_timer = 35 | {=dist_to_actor_le(12)} %=play_sound(zat_b14_scene_1_stalker_teach_actor)% snd_anim_sync = true on_game_timer2 = 85 | animpoint@wait_to_go %+zat_b14_cut_scene_end =set_squad_neutral_to_actor(zat_b14_stalkers)% 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 [animpoint@wait_to_go] cover_name = zat_a2_animpoint_10 use_camp = true meet = meet combat_ignore_cond = true combat_ignore_keep_when_attacked = true reach_movement = walk invulnerable = true out_restr = zat_a2_sr_noweap gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false on_info = {+zat_b14_stalker_at_bar_start_done !talking} %+zat_b14_stalkers_go_sim% [meet] close_anim = wait close_victim = actor far_anim = nil far_victim = nil close_distance = 2 far_distance = 0 use = {=actor_enemy} false, true meet_on_talking = false