[logic@b14_stalker_2] suitable = {=check_npc_name(zat_b14_stalker_2) -zat_b14_stalkers_bandits_free} true prior = 100 active = walker@stand on_hit = hit on_death = death post_combat_time = 0, 0 [death] on_info = {=killed_by_actor =squad_exist(zat_b14_stalkers)} %+zat_b14_stalker_killed_by_actor =set_squad_enemy_to_actor(zat_b14_stalkers) =stop_sound%, %=stop_sound% [hit] ;Если игрок имеет артефакт, кричим, чтобы отдал on_info = {=hit_by_actor =actor_has_item(af_quest_b14_twisted) =is_alive} %=play_sound(zat_b14_robbery_kill_actor_snd) +zat_b14_actor_enemy% [walker@stand] ;Прячемся и ждем path_walk = zat_b14_stalker_3_walk_1 path_look = zat_b14_stalker_3_look_1 on_info = {+zat_b14_stalker_robbery_cutscene_start} walker@go_robbery in_restr = zat_b14_not_give_item_zone combat_ignore_cond = {!actor_enemy} true meet = no_meet show_spot = {!actor_enemy} false, true ;group = 14 [walker@go_robbery] ;Идем грабить path_walk = zat_b14_stalker_3_walk_2 path_look = zat_b14_stalker_3_look_2 on_info = {+zat_b14_stalker_robbery_cutscene_end} remark@robbery in_restr = zat_b14_not_give_item_zone meet = no_meet [remark@robbery] ;Останавливаем игрока target = story | actor anim = threat_na snd_anim_sync = true on_info = {=dist_to_actor_ge(100)} %+zat_b14_stalkers_bandits_free% in_restr = zat_b14_not_give_item_zone meet = no_meet [walker@fight] ;В бой! path_walk = zat_b14_stalker_3_walk_1 path_look = zat_b14_stalker_3_look_1 in_restr = zat_b14_not_give_item_zone meet = no_meet