;************************************< общие секции >****************************** [hit] on_info = {=actor_enemy -zat_b103_merc_fight} %+zat_b103_merc_fight% [meet@snd_1] use = false snd_on_use = {-zat_b103_merc_fight} zat_b103_merc_talk_to_commander_1, nil trade_enable = false [meet@snd_2] use = false snd_on_use = {-zat_b103_merc_fight} zat_b103_merc_talk_to_commander_2, nil trade_enable = false [remark@nil] ;************************************< lost_merc #1 >****************************** [logic@lost_merc_1] suitable = {=check_npc_name(zat_b103_lost_merc_1) !surge_started} active = walker@1 prior = 200 on_hit = hit [walker@1] path_walk = lost_merc_1_walk path_look = lost_merc_1_look def_state_moving1 = sprint on_actor_in_zone = zat_b103_sr_def_restr | {=actor_has_weapon -zat_b103_force_maj_after} remark@1 meet = meet@snd_1 on_info = {+zat_b103_force_maj -zat_b103_merc_fight} remark@fm_1 [remark@fm_1] on_actor_not_in_zone = zat_b103_sr_def_restr | walker@1 [remark@1] target = story | actor anim = threat_na on_info = {+zat_b103_force_maj -zat_b103_merc_fight} remark@fm_1 on_info2 = {!actor_has_weapon} walker@1 on_actor_not_in_zone = zat_b103_sr_def_restr | walker@1 meet = no_meet ;************************************< lost_merc #2 >****************************** [logic@lost_merc_2] suitable = {=check_npc_name(zat_b103_lost_merc_2) !surge_started} active = walker@2 prior = 200 on_hit = hit [walker@2] path_walk = lost_merc_2_walk path_look = lost_merc_2_look def_state_moving1 = sprint on_actor_in_zone = zat_b103_sr_def_restr | {=actor_has_weapon -zat_b103_force_maj_after} remark@2 meet = meet@snd_2 on_info = {+zat_b103_force_maj -zat_b103_merc_fight} remark@fm_2 [remark@fm_2] on_actor_not_in_zone = zat_b103_sr_def_restr | walker@2 [remark@2] target = story | actor anim = threat_na on_info = {+zat_b103_force_maj -zat_b103_merc_fight} remark@fm_2 on_info2 = {!actor_has_weapon} walker@2 on_actor_not_in_zone = zat_b103_sr_def_restr | walker@2 meet = no_meet ;************************************< lost_merc #3 >****************************** [logic@lost_merc_3] suitable = {=target_squad_name(zat_b103_lost_merc_squad1) !check_npc_name(zat_b103_lost_merc_1) !surge_started} active = animpoint@3 prior = 200 on_hit = hit [animpoint@3] cover_name = zat_b103_merc_smart_animpoint_1 reach_distance = 1 on_actor_in_zone = zat_b103_sr_def_restr | {=actor_has_weapon -zat_b103_force_maj_after} remark@3 meet = meet@snd_1 on_info = {+zat_b103_force_maj -zat_b103_merc_fight} remark@fm_3 on_info2 = {=actor_enemy} remark@nil [remark@fm_3] on_actor_not_in_zone = zat_b103_sr_def_restr | animpoint@3 [remark@3] target = story | actor anim = threat_na on_info = {!actor_has_weapon} animpoint@3 on_info2 = {+zat_b103_force_maj -zat_b103_merc_fight} remark@fm_3 on_actor_not_in_zone = zat_b103_sr_def_restr | animpoint@3 meet = no_meet ;************************************< lost_merc #4 >****************************** [logic@lost_merc_4] suitable = {=target_squad_name(zat_b103_lost_merc_squad1) !check_npc_name(zat_b103_lost_merc_1) !surge_started} active = animpoint@4 prior = 200 on_hit = hit [animpoint@4] cover_name = zat_b103_merc_smart_animpoint_2 reach_distance = 1 on_actor_in_zone = zat_b103_sr_def_restr | {=actor_has_weapon -zat_b103_force_maj_after} remark@4 meet = meet@snd_2 on_info = {+zat_b103_force_maj -zat_b103_merc_fight} remark@fm_4 on_info2 = {=actor_enemy} remark@nil [remark@fm_4] on_actor_not_in_zone = zat_b103_sr_def_restr | animpoint@4 [remark@4] target = story | actor anim = threat_na on_info = {!actor_has_weapon} animpoint@4 on_info2 = {+zat_b103_force_maj -zat_b103_merc_fight} remark@fm_4 on_actor_not_in_zone = zat_b103_sr_def_restr | animpoint@4 meet = no_meet ;************************************< lost_merc #5 >****************************** [logic@lost_merc_5] suitable = {=target_squad_name(zat_b103_lost_merc_squad1) !check_npc_name(zat_b103_lost_merc_1) !surge_started} active = animpoint@5 prior = 200 on_hit = hit [animpoint@5] cover_name = zat_b103_merc_smart_animpoint_3 reach_distance = 1 on_actor_in_zone = zat_b103_sr_def_restr | {=actor_has_weapon -zat_b103_force_maj_after} remark@5 meet = meet@snd_1 on_info = {+zat_b103_force_maj -zat_b103_merc_fight} remark@fm_5 on_info2 = {=actor_enemy} remark@nil [remark@fm_5] on_actor_not_in_zone = zat_b103_sr_def_restr | animpoint@5 [remark@5] target = story | actor anim = threat_na on_info = {!actor_has_weapon} animpoint@5 on_info2 = {+zat_b103_force_maj -zat_b103_merc_fight} remark@fm_5 on_actor_not_in_zone = zat_b103_sr_def_restr | animpoint@5 meet = no_meet ;*********************************************< lost_merc #6 >************************************** [logic@lost_merc_6] suitable = {=check_npc_name(zat_b103_lost_merc_6) !surge_started} active = walker@6 prior = 100 [walker@6] path_walk = lost_merc_6_walk path_look = lost_merc_6_look on_info = {+zat_b103_merc_fight -zat_b103_angry_6} %=hit_npc_from_actor =set_squad_goodwill(zat_b103_lost_merc_squad1:enemy) +zat_b103_angry_6% on_info2 = {+zat_b103_force_maj -zat_b103_merc_fight} remark@fm_6 [remark@fm_6] on_actor_not_in_zone = zat_b103_sr_def_restr | walker@6 ;*********************************************< lost_merc #7 >************************************** [logic@lost_merc_7] suitable = {=check_npc_name(zat_b103_lost_merc_7) !surge_started} active = walker@7 prior = 100 [walker@7] path_walk = lost_merc_7_walk path_look = lost_merc_7_look on_info = {+zat_b103_merc_fight -zat_b103_angry_7} %=hit_npc_from_actor =set_squad_goodwill(zat_b103_lost_merc_squad1:enemy) +zat_b103_angry_7%