[mob_walker@def_sleep] path_look = sleeper_bloodsuckers_spawn out_restr = zat_b38_sleepers_territory combat_ignore_cond = true on_sound = actor|WPN_shoot|10|0.9| %+zat_b38_bloodscukers_sleepers_stand_up% ;Услышит все, кроме пистолета с глушителем on_sound2 = actor|WPN_hit|10|0| %+zat_b38_bloodscukers_sleepers_stand_up% on_sound3 = actor|MST_damage|10|0.9| %+zat_b38_bloodscukers_sleepers_stand_up% on_sound4 = actor|MST_step|10|0.1| %+zat_b38_bloodscukers_sleepers_stand_up% on_sound5 = actor|MST_die|10|0| %+zat_b38_bloodscukers_sleepers_stand_up% on_sound6 = actor|WPN_empty|10|0.3| %+zat_b38_bloodscukers_sleepers_stand_up% ;Примерно с 3х метров услышит on_sound7 = actor|WPN_reload|10|0.3| %+zat_b38_bloodscukers_sleepers_stand_up% ;Примерно с 3х метров услышит on_info66 = {+zat_b57_roar_play} %=kill_npc()% [death] on_info = %=inc_counter(zat_b57_terminated)% ;****************************< 1 >*************************** [logic@sleeper_bloodsucker_1] active = mob_walker@pre_sleep_1 suitable = {=target_squad_name(zat_b38_bloodsuckers_sleepers)} true monster_job = true prior = 200 on_death = death [mob_walker@pre_sleep_1] path_walk = sleeper_bloodsucker_1_walk_1 path_look = sleeper_bloodsuckers_spawn out_restr = zat_b38_sleepers_territory combat_ignore_cond = true on_info = {+zat_b38_underground_door_open} mob_walker@sleep_1 %=teleport_npc(zat_b38u_sleeper_bloodsucker_1_walk_1)% on_info2 = {-zat_b38_sleeper_state_1} %=set_bloodsucker_state(2) +zat_b38_sleeper_state_1 =teleport_npc(zat_b38u_sleeper_bloodsucker_1_walk_1) =set_visual_memory_enabled(0)% [mob_walker@sleep_1]:mob_walker@def_sleep path_walk = sleeper_bloodsucker_1_walk_1 on_info = {+zat_b38_bloodscukers_sleepers_stand_up} mob_home@fight_1 %=set_bloodsucker_state(default) =release_force_sleep_animation =set_visual_memory_enabled(1)% on_info2 = %=set_force_sleep_animation(0)% [mob_home@fight_1] path_home = sleeper_bloodsuckers_spawn out_restr = zat_b38_sleepers_territory aggressive = true home_min_radius = 3 home_max_radius = 80 on_info = {=npc_in_zone(zat_b38_sleepers_territory) +zat_b57_roar_play} %=kill_npc()% on_actor_not_in_zone = zat_b38_sleepers_territory | mob_walker@sleep_1 %-zat_b38_bloodscukers_sleepers_stand_up -zat_b38_forced_anim_1 =teleport_npc(zat_b38u_sleeper_bloodsucker_1_walk_1)% ;****************************< 2 >*************************** [logic@sleeper_bloodsucker_2] active = mob_walker@pre_sleep_2 suitable = {=target_squad_name(zat_b38_bloodsuckers_sleepers)} true monster_job = true prior = 200 on_death = death [mob_walker@pre_sleep_2] path_walk = sleeper_bloodsucker_2_walk_1 path_look = sleeper_bloodsuckers_spawn out_restr = zat_b38_sleepers_territory combat_ignore_cond = true on_info = {+zat_b38_underground_door_open} mob_walker@sleep_2 %=teleport_npc(zat_b38u_sleeper_bloodsucker_2_walk_1)% on_info2 = {-zat_b38_sleeper_state_2} %=set_bloodsucker_state(2) +zat_b38_sleeper_state_2 =teleport_npc(zat_b38u_sleeper_bloodsucker_2_walk_1) =set_visual_memory_enabled(0)% [mob_walker@sleep_2]:mob_walker@def_sleep path_walk = sleeper_bloodsucker_2_walk_1 on_info = {+zat_b38_bloodscukers_sleepers_stand_up} mob_home@fight_2 %=set_bloodsucker_state(default) =release_force_sleep_animation =set_visual_memory_enabled(1)% on_info2 = %=set_force_sleep_animation(1)% [mob_home@fight_2] path_home = sleeper_bloodsuckers_spawn out_restr = zat_b38_sleepers_territory aggressive = true home_min_radius = 3 home_max_radius = 80 on_info = {=npc_in_zone(zat_b38_sleepers_territory) +zat_b57_roar_play} %=kill_npc()% on_actor_not_in_zone = zat_b38_sleepers_territory | mob_walker@sleep_2 %-zat_b38_bloodscukers_sleepers_stand_up -zat_b38_forced_anim_2 =teleport_npc(zat_b38u_sleeper_bloodsucker_2_walk_1)% ;****************************< 3 >*************************** [logic@sleeper_bloodsucker_3] active = mob_walker@pre_sleep_3 suitable = {=target_squad_name(zat_b38_bloodsuckers_sleepers)} true monster_job = true prior = 200 on_death = death [mob_walker@pre_sleep_3] path_walk = sleeper_bloodsucker_3_walk_1 path_look = sleeper_bloodsuckers_spawn out_restr = zat_b38_sleepers_territory combat_ignore_cond = true on_info = {+zat_b38_underground_door_open} mob_walker@sleep_3 %=teleport_npc(zat_b38u_sleeper_bloodsucker_3_walk_1)% on_info2 = {-zat_b38_sleeper_state_3} %=set_bloodsucker_state(2) =teleport_npc(zat_b38u_sleeper_bloodsucker_3_walk_1) =set_visual_memory_enabled(0) +zat_b38_sleeper_state_3% [mob_walker@sleep_3]:mob_walker@def_sleep path_walk = sleeper_bloodsucker_3_walk_1 on_info = {+zat_b38_bloodscukers_sleepers_stand_up} mob_home@fight_3 %=set_bloodsucker_state(default) =release_force_sleep_animation =set_visual_memory_enabled(1)% on_info2 = %=set_force_sleep_animation(0)% [mob_home@fight_3] path_home = sleeper_bloodsuckers_spawn out_restr = zat_b38_sleepers_territory aggressive = true home_min_radius = 3 home_max_radius = 80 on_info = {=npc_in_zone(zat_b38_sleepers_territory) +zat_b57_roar_play} %=kill_npc()% on_actor_not_in_zone = zat_b38_sleepers_territory | mob_walker@sleep_3 %-zat_b38_bloodscukers_sleepers_stand_up -zat_b38_forced_anim_3 =teleport_npc(zat_b38u_sleeper_bloodsucker_3_walk_1)% ;****************************< 4 >*************************** [logic@sleeper_bloodsucker_4] active = mob_walker@pre_sleep_4 suitable = {=target_squad_name(zat_b38_bloodsuckers_sleepers)} true monster_job = true prior = 200 on_death = death [mob_walker@pre_sleep_4] path_walk = sleeper_bloodsucker_4_walk_1 path_look = sleeper_bloodsuckers_spawn out_restr = zat_b38_sleepers_territory combat_ignore_cond = true on_info = {+zat_b38_underground_door_open} mob_walker@sleep_4 %=teleport_npc(zat_b38u_sleeper_bloodsucker_4_walk_1)% on_info2 = {-zat_b38_sleeper_state_4} %=set_bloodsucker_state(2) =teleport_npc(zat_b38u_sleeper_bloodsucker_4_walk_1) =set_visual_memory_enabled(0) +zat_b38_sleeper_state_4% [mob_walker@sleep_4]:mob_walker@def_sleep path_walk = sleeper_bloodsucker_4_walk_1 on_info = {+zat_b38_bloodscukers_sleepers_stand_up} mob_home@fight_4 %=set_bloodsucker_state(default) =release_force_sleep_animation =set_visual_memory_enabled(1)% on_info2 = %=set_force_sleep_animation(0)% [mob_home@fight_4] path_home = sleeper_bloodsuckers_spawn out_restr = zat_b38_sleepers_territory aggressive = true home_min_radius = 3 home_max_radius = 80 on_info = {=npc_in_zone(zat_b38_sleepers_territory) +zat_b57_roar_play} %=kill_npc()% on_actor_not_in_zone = zat_b38_sleepers_territory | mob_walker@sleep_4 %-zat_b38_bloodscukers_sleepers_stand_up -zat_b38_forced_anim_4 =teleport_npc(zat_b38u_sleeper_bloodsucker_4_walk_1)% ;****************************< 5 >*************************** [logic@sleeper_bloodsucker_5] active = mob_walker@pre_sleep_5 suitable = {=target_squad_name(zat_b38_bloodsuckers_sleepers)} true monster_job = true prior = 200 on_death = death [mob_walker@pre_sleep_5] path_walk = sleeper_bloodsucker_5_walk_1 path_look = sleeper_bloodsuckers_spawn out_restr = zat_b38_sleepers_territory combat_ignore_cond = true on_info = {+zat_b38_underground_door_open} mob_walker@sleep_5 %=teleport_npc(zat_b38u_sleeper_bloodsucker_5_walk_1)% on_info2 = {-zat_b38_sleeper_state_5} %=set_bloodsucker_state(2) =teleport_npc(zat_b38u_sleeper_bloodsucker_5_walk_1) =set_visual_memory_enabled(0) +zat_b38_sleeper_state_5% [mob_walker@sleep_5]:mob_walker@def_sleep path_walk = sleeper_bloodsucker_5_walk_1 on_info = {+zat_b38_bloodscukers_sleepers_stand_up} mob_home@fight_5 %=set_bloodsucker_state(default) =release_force_sleep_animation =set_visual_memory_enabled(1)% on_info2 = %=set_force_sleep_animation(1)% [mob_home@fight_5] path_home = sleeper_bloodsuckers_spawn out_restr = zat_b38_sleepers_territory aggressive = true home_min_radius = 3 home_max_radius = 80 on_info = {=npc_in_zone(zat_b38_sleepers_territory) +zat_b57_roar_play} %=kill_npc()% on_actor_not_in_zone = zat_b38_sleepers_territory | mob_walker@sleep_5 %-zat_b38_bloodscukers_sleepers_stand_up -zat_b38_forced_anim_5 =teleport_npc(zat_b38u_sleeper_bloodsucker_5_walk_1)% ;****************************< 6 >*************************** [logic@sleeper_bloodsucker_6] active = mob_walker@pre_sleep_6 suitable = {=target_squad_name(zat_b38_bloodsuckers_sleepers)} true monster_job = true prior = 200 on_death = death [mob_walker@pre_sleep_6] path_walk = sleeper_bloodsucker_6_walk_1 path_look = sleeper_bloodsuckers_spawn out_restr = zat_b38_sleepers_territory combat_ignore_cond = true on_info = {+zat_b38_underground_door_open} mob_walker@sleep_6 %=teleport_npc(zat_b38u_sleeper_bloodsucker_6_walk_1)% on_info2 = {-zat_b38_sleeper_state_6} %=set_bloodsucker_state(2) =teleport_npc(zat_b38u_sleeper_bloodsucker_6_walk_1) =set_visual_memory_enabled(0) +zat_b38_sleeper_state_6% [mob_walker@sleep_6]:mob_walker@def_sleep path_walk = sleeper_bloodsucker_6_walk_1 on_info = {+zat_b38_bloodscukers_sleepers_stand_up} mob_home@fight_6 %=set_bloodsucker_state(default) =release_force_sleep_animation =set_visual_memory_enabled(1)% on_info2 = %=set_force_sleep_animation(0)% [mob_home@fight_6] path_home = sleeper_bloodsuckers_spawn out_restr = zat_b38_sleepers_territory aggressive = true home_min_radius = 3 home_max_radius = 80 on_info = {=npc_in_zone(zat_b38_sleepers_territory) +zat_b57_roar_play} %=kill_npc()% on_actor_not_in_zone = zat_b38_sleepers_territory | mob_walker@sleep_6 %-zat_b38_bloodscukers_sleepers_stand_up -zat_b38_forced_anim_6 =teleport_npc(zat_b38u_sleeper_bloodsucker_6_walk_1)% ;****************************< 7 >*************************** [logic@sleeper_bloodsucker_7] active = mob_walker@pre_sleep_7 suitable = {=target_squad_name(zat_b38_bloodsuckers_sleepers)} true monster_job = true prior = 200 on_death = death [mob_walker@pre_sleep_7] path_walk = sleeper_bloodsucker_7_walk_1 path_look = sleeper_bloodsuckers_spawn out_restr = zat_b38_sleepers_territory combat_ignore_cond = true on_info = {+zat_b38_underground_door_open} mob_walker@sleep_7 %=teleport_npc(zat_b38u_sleeper_bloodsucker_7_walk_1)% on_info2 = {-zat_b38_sleeper_state_7} %=set_bloodsucker_state(2) =teleport_npc(zat_b38u_sleeper_bloodsucker_7_walk_1) =set_visual_memory_enabled(0) +zat_b38_sleeper_state_7% [mob_walker@sleep_7]:mob_walker@def_sleep path_walk = sleeper_bloodsucker_7_walk_1 on_info = {+zat_b38_bloodscukers_sleepers_stand_up} mob_home@fight_7 %=set_bloodsucker_state(default) =release_force_sleep_animation =set_visual_memory_enabled(1)% on_info2 = %=set_force_sleep_animation(1)% [mob_home@fight_7] path_home = sleeper_bloodsuckers_spawn out_restr = zat_b38_sleepers_territory aggressive = true home_min_radius = 3 home_max_radius = 80 on_info = {=npc_in_zone(zat_b38_sleepers_territory) +zat_b57_roar_play} %=kill_npc()% on_actor_not_in_zone = zat_b38_sleepers_territory | mob_walker@sleep_7 %-zat_b38_bloodscukers_sleepers_stand_up -zat_b38_forced_anim_7 =teleport_npc(zat_b38u_sleeper_bloodsucker_7_walk_1)% ;****************************< 8 >*************************** [logic@sleeper_bloodsucker_8] active = mob_walker@pre_sleep_8 suitable = {=target_squad_name(zat_b38_bloodsuckers_sleepers)} true monster_job = true prior = 200 on_death = death [mob_walker@pre_sleep_8] path_walk = sleeper_bloodsucker_8_walk_1 path_look = sleeper_bloodsuckers_spawn out_restr = zat_b38_sleepers_territory combat_ignore_cond = true on_info = {+zat_b38_underground_door_open} mob_walker@sleep_8 %=teleport_npc(zat_b38u_sleeper_bloodsucker_8_walk_1)% on_info2 = {-zat_b38_sleeper_state_8} %=set_bloodsucker_state(2) =teleport_npc(zat_b38u_sleeper_bloodsucker_8_walk_1) =set_visual_memory_enabled(0) +zat_b38_sleeper_state_8% [mob_walker@sleep_8]:mob_walker@def_sleep path_walk = sleeper_bloodsucker_8_walk_1 on_info = {+zat_b38_bloodscukers_sleepers_stand_up} mob_home@fight_8 %=set_bloodsucker_state(default) =release_force_sleep_animation =set_visual_memory_enabled(1)% on_info2 = %=set_force_sleep_animation(1)% [mob_home@fight_8] path_home = sleeper_bloodsuckers_spawn out_restr = zat_b38_sleepers_territory aggressive = true home_min_radius = 3 home_max_radius = 80 on_info = {=npc_in_zone(zat_b38_sleepers_territory) +zat_b57_roar_play} %=kill_npc()% on_actor_not_in_zone = zat_b38_sleepers_territory | mob_walker@sleep_8 %-zat_b38_bloodscukers_sleepers_stand_up -zat_b38_forced_anim_8 =teleport_npc(zat_b38u_sleeper_bloodsucker_8_walk_1)% ;****************************< 9 >*************************** [logic@sleeper_bloodsucker_9] active = mob_walker@pre_sleep_9 suitable = {=target_squad_name(zat_b38_bloodsuckers_sleepers)} true monster_job = true prior = 200 on_death = death [mob_walker@pre_sleep_9] path_walk = sleeper_bloodsucker_9_walk_1 path_look = sleeper_bloodsuckers_spawn out_restr = zat_b38_sleepers_territory combat_ignore_cond = true on_info = {+zat_b38_underground_door_open} mob_walker@sleep_9 %=teleport_npc(zat_b38u_sleeper_bloodsucker_9_walk_1)% on_info2 = {-zat_b38_sleeper_state_9} %=set_bloodsucker_state(2) =teleport_npc(zat_b38u_sleeper_bloodsucker_9_walk_1) =set_visual_memory_enabled(0) +zat_b38_sleeper_state_9% [mob_walker@sleep_9]:mob_walker@def_sleep path_walk = sleeper_bloodsucker_9_walk_1 on_info = {+zat_b38_bloodscukers_sleepers_stand_up} mob_home@fight_9 %=set_bloodsucker_state(default) =release_force_sleep_animation =set_visual_memory_enabled(1)% on_info2 = %=set_force_sleep_animation(0)% [mob_home@fight_9] path_home = sleeper_bloodsuckers_spawn out_restr = zat_b38_sleepers_territory aggressive = true home_min_radius = 3 home_max_radius = 80 on_info = {=npc_in_zone(zat_b38_sleepers_territory) +zat_b57_roar_play} %=kill_npc()% on_actor_not_in_zone = zat_b38_sleepers_territory | mob_walker@sleep_9 %-zat_b38_bloodscukers_sleepers_stand_up -zat_b38_forced_anim_9 =teleport_npc(zat_b38u_sleeper_bloodsucker_9_walk_1)%