[logic@jup_b1_zombie_1] active = walker@stay suitable = {=check_npc_name(jup_b1_zombie_1)} true prior = 70 on_death = death [walker@stay] path_walk = zombie_spawn path_look = st_4_look_2 on_info = {=dist_to_actor_le(12)} walker@angry %+jup_b1_zomb_be_fucked%, {+jup_b1_st_1_at_pos +jup_b1_st_2_at_pos} walker@go, {+jup_b1_zomb_2_is_dead} walker@angry, {+jup_b1_zomb_3_is_dead} walker@angry combat_ignore_cond = true show_spot = false wounded = wounded gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@go] path_walk = zombie_go on_info = {=npc_in_zone(jup_b1_zombie_kill_zone)} %+jup_b1_kill_zombie_sound% combat_ignore_cond = true wounded = wounded gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@angry] path_walk = zombie_go on_info = {=npc_in_zone(jup_b1_zombie_kill_zone)} %+jup_b1_kill_zombie_sound% wounded = wounded gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [wounded] ;Не должен быть раненым hp_state = 0|wounded_heavy@help_heavy hp_state_see = 0|wounded_heavy@help_heavy hp_victim = 0|nil hp_fight = 0|false hp_cover = 0|false [death] on_info = %+jup_b1_zomb_is_dead% ;---------------------------------------- [logic@jup_b1_zombie_2] active = walker@stay_2 suitable = {=check_npc_name(jup_b1_zombie_2)} true prior = 70 on_death = death@1 [walker@stay_2] path_walk = zombie_stay_1 on_info = {=dist_to_actor_le(12)} walker@angry_2, {+jup_b1_zomb_is_dead} walker@angry_2, {+jup_b1_zomb_3_is_dead} walker@angry_2 combat_ignore_cond = true show_spot = false gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@angry_2] path_walk = zombie_walk_2 in_restr = jup_b1_anomal_place gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [death@1] on_info = %+jup_b1_zomb_2_is_dead% ;--------------------------------------- [logic@jup_b1_zombie_3] active = walker@stay_3 suitable = {=check_npc_name(jup_b1_zombie_3)} true prior = 70 on_death = death@2 [walker@stay_3] path_walk = zombie_stay_2 on_info = {=dist_to_actor_le(12)} walker@angry_3, {+jup_b1_zomb_is_dead} walker@angry_3, {+jup_b1_zomb_2_is_dead} walker@angry_3 combat_ignore_cond = true show_spot = false gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@angry_3] path_walk = zombie_walk_3 in_restr = jup_b1_anomal_place gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [death@2] on_info = %+jup_b1_zomb_3_is_dead%