[logic@zat_b106_stalker_gonta] suitable = {=check_npc_name(zat_b106_stalker_gonta)} true prior = 200 active = walker@start [walker@start] path_walk = gonta_1_walk path_look = garmata_1_walk def_state_standing = wait_na meet = no_meet on_info = {-zat_b106_start_dialogs} walker@infirmary ;%+zat_b106_start_dialogs% on_info2 = {+zat_b106_start_dialogs -zat_b106_hunt_finish} animpoint@base on_info3 = {+zat_b106_start_dialogs +zat_b106_hunt_finish} walker@ya_doma %+zat_b106_gonta_free% 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 def_state_moving = walk [walker@infirmary] path_walk = gonta_1_walk path_look = garmata_1_walk def_state_standing = wait_na meet = no_meet on_info = {=actor_in_zone(zat_b106_sr_infirmary)} remark@story_ask %+zat_b106_start_dialogs% 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 def_state_moving = walk [remark@story_ask] anim = wait_na target = path | zat_stalker_base_smart_garmata_1_walk, 0 on_info = %=play_sound(zat_b106_gonta_story_ask)% on_signal = sound_end | walker@story_wait %+zat_b106_gonta_story_ask_done% 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 def_state_moving = walk [walker@story_wait] path_walk = gonta_1_walk path_look = garmata_1_walk def_state_standing = wait_na meet = no_meet on_info = {+zat_b106_garmata_story_reply_done} remark@story_angry 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 def_state_moving = walk [remark@story_angry] anim = wait_na target = path | zat_stalker_base_smart_garmata_1_walk, 0 on_info = %=play_sound(zat_b106_gonta_story_angry)% on_signal = sound_end | walker@story_angry 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 def_state_moving = walk [walker@story_angry] path_walk = gonta_1_walk path_look = gonta_2_look def_state_standing = wait_na meet = no_meet on_game_timer = 30 | remark@story_calm ;on_signal = crab_look | remark@story_calm 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 def_state_moving = walk [remark@story_calm] anim = stoop_no_weap ;wait_na target = story | zat_b106_stalker_crab on_info = %=play_sound(zat_b106_gonta_story_calm)% on_signal = anim_end | {!actor_in_zone(zat_b106_actor_go_on)} walker@story_calm %+zat_b106_gonta_story_calm_done%, {=actor_in_zone(zat_b106_actor_go_on)} walker@to_actor 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 def_state_moving = walk [walker@story_calm] path_walk = gonta_1_walk path_look = gonta_1_look def_state_standing = wait_na meet = no_meet on_game_timer = 10 | animpoint@base 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 def_state_moving = walk [walker@to_actor] path_walk = gonta_1_walk path_look = gonta_1_look def_state_standing = wait_na meet = no_meet on_game_timer = 20 | {!is_playing_sound} remark@to_actor ;on_signal = actor_look | {!is_playing_sound} remark@story_calm 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 def_state_moving = walk [remark@to_actor] anim = wait_na target = story | actor on_info = %=play_sound(zat_b106_gonta_to_actor)% on_signal = sound_end | {!actor_in_zone(zat_b106_actor_go_on)} walker@story_calm %+zat_b106_gonta_story_calm_done%, {=actor_in_zone(zat_b106_actor_go_on)} remark@wait_actor ;walker@wait_actor meet = no_meet snd_anim_sync = true 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 def_state_moving = walk [walker@wait_actor] path_walk = gonta_1_walk path_look = gonta_1_look def_state_standing = wait_na on_game_timer = 10 | remark@wait_actor ;on_info = {!actor_in_zone(zat_b106_actor_go_on)} walker@story_calm %+zat_b106_gonta_story_calm_done% 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 def_state_moving = walk [remark@wait_actor] anim = wait_na target = story | actor on_info = {!actor_in_zone(zat_b106_actor_go_on)} walker@story_calm %+zat_b106_gonta_story_calm_done% meet = 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 def_state_moving = walk [walker@ya_doma] path_walk = gonta_4_walk path_look = gonta_4_look on_signal = gonta_home | animpoint@base def_state_standing = guard_na 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 def_state_moving = assault wounded = wounded [animpoint@base] cover_name = zat_a2_sc_zat_b106_stalker_gonta meet = meet use_camp = false ;on_info = {+zat_b106_give_gonta_items -zat_b106_give_gonta_items_done} %=give_items(wpn_ak74:ammo_5.45x39_fmj) +zat_b106_give_gonta_items_done% ;on_info2 = {+zat_b106_give_gonta_items_2 -zat_b106_give_gonta_items_2_done} %=give_items(wpn_ak74:ammo_5.45x39_fmj) +zat_b106_give_gonta_items_2_done% 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 [meet@idle] close_victim = actor close_distance = 5 close_snd_hello = nil close_snd_bye = nil close_anim = wait_na use = {!dist_to_actor_le(3)} false, {=actor_enemy} false, true meet_dialog = {-zat_b106_first_dialog_done} zat_b106_stalker_gonta_info_about_soroka_start trade_enable = false allow_break = false abuse = true [meet] close_anim = nil close_victim = nil far_anim = nil far_victim = nil close_distance = 0 far_distance = 0 close_snd_hello = nil close_snd_bye = nil use = {!dist_to_actor_le(3)} false, {=actor_enemy} false, true meet_dialog = {-zat_b106_first_dialog_done} zat_b106_stalker_gonta_info_about_soroka_start trade_enable = false allow_break = false meet_on_talking = false [wounded] 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