[walker@presets] combat_ignore_cond = true combat_ignore_keep_when_attacked = true out_restr = zat_b22_stalker_medic_identified gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false use_camp = false [remark@presets] combat_ignore_cond = true combat_ignore_keep_when_attacked = true out_restr = zat_b22_stalker_medic_identified gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false use_camp = false ;****************************************************** [logic@zat_b22_stalker_medic] suitable = {=check_npc_name(zat_b22_stalker_medic)} prior = 200 active = walker@wait on_hit = hit on_death = death known_info = known_info [known_info] zat_b22_stalker_medic_body_searched [hit] on_info = {=hit_by_actor +zat_b22_actor_came_first_time} remark@go_wounded, {=hit_by_actor +zat_b22_actor_can_hurt} remark@go_wounded, %=restore_health% [death] on_info = %+zat_b22_stalker_medic_death =stop_sound% on_info2 = {-zat_b22_stalker_vampire_story} %=spawn_object_in(zat_b22_medic_pda:zat_b22_stalker_medic)% [walker@wait]:walker@presets path_walk = zat_b22_stalker_medic_walk path_look = zat_b22_stalker_medic_look on_info = {-zat_b22_medic_job_tp} %+zat_b22_medic_job_tp =teleport_npc(zat_medic_home_smart_zat_b22_stalker_medic_walk)% on_game_timer = 60 | remark@wait on_signal = medic_looks_body | remark@wait show_spot = false [remark@wait]:remark@presets anim = zat_b22_medic_turn_idle meet = no_meet on_actor_in_zone = zat_b22_stalker_medic_identified | remark@meet_actor %+zat_b22_actor_came_first_time% show_spot = false [remark@meet_actor]:remark@presets anim = zat_b22_medic_turn_out on_signal = anim_end | remark@hello_actor meet = no_meet on_actor_not_in_zone = zat_b22_stalker_medic_identified | remark@suiside %+zat_b22_actor_gone% on_info = {+zat_b22_stalker_vampire_story} remark@suiside [remark@hello_actor]:remark@presets target = story | actor anim = ward_noweap on_game_timer = 30 | {-zat_b22_stalker_medic_hello_done} %=play_sound(zat_b22_stalker_medic_hello) +zat_b22_stalker_medic_hello_done% meet = meet on_actor_not_in_zone = zat_b22_stalker_medic_identified | remark@suiside %+zat_b22_actor_gone% on_info = {+zat_b22_stalker_vampire_story} remark@suiside [remark@go_wounded]:remark@presets meet = meet wounded = wounded on_actor_not_in_zone = zat_b22_stalker_medic_identified | nil %=kill_npc% on_info = {-zat_b22_medic_goodwill} %=set_squad_goodwill(zat_b22_medic:neutral) +zat_b22_medic_goodwill% on_info2 = {+zat_b22_stalker_vampire_story} nil %=kill_npc% [remark@suiside]:remark@presets anim = zat_b22_medic_suicide on_signal = anim_end | remark@suiside_shot meet = no_meet [remark@suiside_shot]:remark@presets anim = zat_b22_medic_suicide on_game_timer = 7 | nil %=kill_npc% meet = no_meet [meet] close_distance = 30 close_anim = idle close_snd_hello = nil close_snd_bye = nil close_victim = actor use = {+zat_b22_stalker_vampire_story} false, true trade_enable = false allow_break = false [wounded] hp_state = 101|wounded_heavy@help_heavy hp_state_see = 101|wounded_heavy@help_heavy hp_victim = 101|actor hp_cover = 101|false hp_fight = 101|false autoheal = false enable_talk = true