[meet@rival] meet_dialog = {!is_wounded =zat_b29_rivals_dialog_precond} zat_b29_rivals_start_dialog [logic@zat_b29_stalker_rival_leader] suitable = {=check_npc_name(zat_b29_stalker_rival)} true prior = 200 active = walker@stalker_rival_leader [walker@stalker_rival_leader] path_walk = leader_walk path_look = leader_look def_state_moving = walk def_state_standing = probe_stand meet = meet@rival on_info = {!npc_has_item(detector_advanced) !npc_has_item(detector_scientific)} %=give_item(detector_advanced)% [logic@zat_b29_stalker_rival_2] suitable = {=target_squad_name(zat_b29_stalker_rival) !check_npc_name(zat_b29_stalker_rival)} true prior = 200 active = walker@stalker_rival_2 [walker@stalker_rival_2] path_walk = 2_walk path_look = 2_look def_state_moving = walk def_state_standing = probe_crouch meet = meet@rival on_info = {!npc_has_item(detector_elite) !npc_has_item(detector_scientific)} %=give_item(detector_elite)% [logic@zat_b29_stalker_rival_3] suitable = {=target_squad_name(zat_b29_stalker_rival) !check_npc_name(zat_b29_stalker_rival)} true prior = 200 active = walker@stalker_rival_3 [walker@stalker_rival_3] path_walk = 3_walk path_look = 3_look def_state_moving = walk def_state_standing = probe_crouch meet = meet@rival on_info = {!npc_has_item(detector_advanced) !npc_has_item(detector_scientific)} %=give_item(detector_advanced)% ;On stalkers base, with af [logic@zat_b29_stalker_rival] suitable = {=check_npc_name(zat_b29_stalker_rival) -zat_b29_linker_take_af_from_rival +zat_b29_adv_task_given +zat_b29_stalkers_rivals_found_af} true prior = 200 active = walker@stalker_rival_base_reach [walker@stalker_rival_base_reach] path_walk = b29_rival_leader_walk path_look = b29_rival_leader_look on_signal = path_end | walker@wait_for_actor on_info = {=npc_in_zone(zat_a2_sr_light)} walker@stalker_rival_base out_restr = zat_a2_sr_noweap [walker@stalker_rival_base] path_walk = b29_rival_leader_walk path_look = b29_rival_leader_look on_signal = path_end | walker@wait_for_actor combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true out_restr = zat_a2_sr_noweap def_state_moving = walk_noweap gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false use_camp = false [walker@wait_for_actor] path_walk = b29_rival_leader_walk path_look = b29_rival_leader_look on_info = {=dist_to_actor_le(20)} remark@transfer_af 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@transfer_af] target = story | zat_a2_stalker_barmen anim = zat_b14_give_artefact_idle on_info = {-zat_b29_rival_sound_played =check_npc_name(zat_b29_stalker_rival_1)} %=play_sound(zat_b29_stalker_rival_1_order_ready)% on_info2 = {-zat_b29_rival_sound_played =check_npc_name(zat_b29_stalker_rival_2)} %=play_sound(zat_b29_stalker_rival_2_order_ready)% on_info3 = {-zat_b29_rival_sound_played =check_npc_name(zat_b29_stalker_rival_default_1)} %=play_sound(zat_b29_stalker_rival_1_order_ready)% on_info4 = {-zat_b29_rival_sound_played =check_npc_name(zat_b29_stalker_rival_default_2)} %=play_sound(zat_b29_stalker_rival_2_order_ready)% on_signal = sound_end | %+zat_b29_rival_sound_played% 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