[logic@zat_b5_stalker_raider_4] active = walker@start ;suitable = {=check_npc_name(zat_b5_stalker_raider_4) -zat_b5_leave_for_bandit_quest -zat_b5_actor_help_bandits} suitable = {=check_npc_name(zat_b5_stalker_raider_4) -zat_b5_task_end} prior = 100 on_hit = hit post_combat_time = 0,0 on_death = death [walker@start] path_walk = zat_b5_bandit_4_walker_1_walk path_look = zat_b5_bandit_4_walker_1_look ;out_restr = zat_b5_dolg_trader_1_defence def_state_moving1 = assault def_state_standing = guard_na meet = no_meet on_info = {+zat_b5_actor_with_bandits} walker@start_work_bandit on_info2 = {+zat_b5_meat} walker@fight on_info3 = {+zat_b5_actor_with_dealer} walker@start_work_bandit on_info4 = {+zat_b5_actor_with_stalkers} walker@start_work_stalker %=actor_enemy% danger = danger gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false combat_ignore_cond = {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true [walker@start_work_bandit] path_walk = zat_b5_bandit_4_walker_1_walk path_look = zat_b5_bandit_4_walker_1_look ;out_restr = zat_b5_dolg_trader_1_defence def_state_moving1 = run def_state_standing = guard_na meet = no_meet on_info = {+zat_b5_actor_bandit_go_to_trader} walker@wait ;on_game_timer = 300 | walker@go_to_trader_1 %+zat_b5_actor_bandit_go_to_trader% on_info2 = {+zat_b5_meat -zat_b5_actor_with_bandits} walker@fight %=actor_enemy%, {+zat_b5_meat +zat_b5_actor_with_bandits} walker@fight combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer:zat_b5_actor_with_bandits:zat_b5_actor_with_dealer)} true, {=check_enemy_name(zat_b5_stalker_commander:zat_b5_stalker)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true danger = danger gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@wait] path_walk = zat_b5_bandit_4_walker_1_walk path_look = zat_b5_bandit_4_walker_1_look ;out_restr = zat_b5_dolg_trader_1_defence def_state_moving1 = patrol def_state_standing = guard_na meet = no_meet on_game_timer = 30 | walker@go_to_trader_1 on_info = {+zat_b5_meat -zat_b5_actor_with_bandits} walker@fight %=actor_enemy%, {+zat_b5_meat +zat_b5_actor_with_bandits} walker@fight combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer:zat_b5_actor_with_bandits:zat_b5_actor_with_dealer)} true, {=check_enemy_name(zat_b5_stalker_commander:zat_b5_stalker)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true danger = danger gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@go_to_trader_1] path_walk = zat_b5_bandit_4_walker_2_walk path_look = zat_b5_bandit_4_walker_2_look ;out_restr = zat_b5_dolg_trader_1_defence def_state_moving1 = patrol def_state_standing = guard_na meet = no_meet ;on_actor_dist_le = 20 | {+zat_b5_actor_with_stalkers} remark@see_actor %+zat_b5_meat% on_info = {+zat_b5_actor_with_stalkers =actor_see_npc =see_actor} remark@see_actor, {+zat_b5_meat -zat_b5_actor_with_bandits} walker@fight %=actor_enemy%, {+zat_b5_meat +zat_b5_actor_with_bandits} walker@fight on_info2 = {+zat_b5_meat -zat_b5_actor_with_bandits} walker@fight %=actor_enemy% on_info3 = {+zat_b5_meat +zat_b5_actor_with_bandits} walker@fight combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer:zat_b5_actor_with_bandits:zat_b5_actor_with_dealer)} true, {=check_enemy_name(zat_b5_stalker_commander:zat_b5_stalker)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true danger = danger gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [remark@see_actor] anim = guard_na target = story | actor on_info = %=play_sound(zat_b5_bandits_see_actor)% on_signal = sound_end | walker@fight %+zat_b5_meat% ;on_info2 = {+zat_b5_meat} walker@fight meet = no_meet combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer:zat_b5_actor_with_bandits:zat_b5_actor_with_dealer)} true, {=check_enemy_name(zat_b5_stalker_commander:zat_b5_stalker)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true danger = danger gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@fight] path_walk = zat_b5_bandit_4_walker_2_walk path_look = zat_b5_bandit_4_walker_2_look out_restr = zat_b5_smart_terrain_attack def_state_standing = guard_na meet = no_meet on_info = {+zat_b5_stalker_death +zat_b5_dealer_squad_death} walker@after_fight on_info2 = {-zat_b5_actor_enemy +zat_b5_actor_with_dealer +zat_b5_meat} %=actor_enemy +zat_b5_actor_enemy% combat_ignore_cond = {+zat_b5_actor_with_stalkers -zat_b5_stalker_death =check_enemy_name(zat_b7_duty_illicit_dealer:zat_b5_dealer_assistant_2:zat_b5_dealer_assistant_1:zat_b5_actor_with_bandits:zat_b5_actor_with_dealer)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true ;gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@after_fight] path_walk = zat_b5_bandit_4_walker_2_walk path_look = zat_b5_bandit_4_walker_2_look ;out_restr = zat_b5_dolg_trader_1_defence meet = no_meet on_info = {+zat_b5_actor_help_bandits} walker@go_on on_info2 = {+zat_b5_sultan_dead} walker@go_on on_info3 = {+zat_b5_actor_no_help_bandits} walker@go_on gather_items_enabled = false ;help_wounded_enabled = false corpse_detection_enabled = false combat_ignore_cond = {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true [walker@go_on] path_walk = guard_1_walk path_look = guard_1_look ;out_restr = zat_b5_dolg_trader_1_defence def_state_moving1 = patrol meet = no_meet gather_items_enabled = false ;help_wounded_enabled = false corpse_detection_enabled = false combat_ignore_cond = {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true [walker@start_work_stalker] path_walk = zat_b5_bandit_4_walker_2_walk path_look = zat_b5_bandit_4_walker_2_look out_restr = zat_b5_smart_terrain_attack def_state_moving1 = run def_state_standing = guard_na meet = no_meet on_info = {+zat_b5_meat} walker@fight on_info2 = {=see_actor =actor_see_npc} remark@see_actor %+4see% on_actor_in_zone = zat_sr_check_enemy_dist | remark@see_actor ;%+zat_b5_break_cutscene +zat_b5_stalker_attack_dealer% on_sound = actor|WPN_shoot|10000|0.2| {=dist_to_actor_le(60)} walker@fight %+zat_b5_meat% on_sound2 = actor|MST_step|35|0.2| %+zat_b5_meat +4sound% on_sound3 = actor|WPN_empty|30|0.1| walker@fight %+zat_b5_meat% on_sound4 = actor|WPN_reload|20|0.2| walker@fight %+zat_b5_meat% on_sound5 = actor|MST_damage|30|0.1| walker@fight %+zat_b5_meat% on_sound6 = actor|WPN_hit|30|0.1| walker@fight %+zat_b5_meat% combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer:zat_b5_actor_with_bandits:zat_b5_actor_with_dealer)} true, {=check_enemy_name(zat_b5_stalker_commander:zat_b5_stalker)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true danger = danger gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [meet] close_distance = 0 close_victim = nil use = false snd_on_use = {=actor_enemy} nil, {=has_enemy} meet_use_no_fight, {!has_enemy} zat_b5_stalkers_refuse_talk [danger] ignore_distance = 0 [hit] on_info = {=hit_by_actor -zat_b5_bandit_hit} %+zat_b5_bandit_hit +zat_b5_meat%, {-zat_b5_meat} %+zat_b5_meat% [death] on_info = %=inc_counter(bandits_death)%