;-------------------------------------Лидер братвы-------------------------------------------- [logic@port_bandit_1_leader] active = walker@wait suitable = {=check_npc_name(zat_b52_port_bandit_1) -zat_b52_actor_go_offline} true, {=is_squad_commander +zat_b52_bandit_leader_is_dead =target_squad_name(zat_b52_port_bandits) -zat_b52_actor_go_offline} true prior = 100 on_death = death post_combat_time = 0, 0 [walker@wait] ;Ждем игрока path_walk = port_bandit_1_walk_1 path_look = port_bandit_1_look_1 def_state_moving1 = walk def_state_moving2 = rush on_info = {!actor_enemy =dist_to_actor_le(20) -zat_b52_robbery_done} remark@tell_actor combat_ignore_cond = {!actor_enemy} true, {=check_enemy_name(zat_b38_stalker_cop_dead)} true, {=check_enemy_name(zat_b22_stalker_medic)} true, false meet = no_meet [remark@tell_actor] ;Видим игрока target = story | actor anim = hello_wpn meet = no_meet on_info = %=play_sound(zat_b52_port_bandits_see_actor)% remark@wait_actor combat_ignore_cond = {!actor_enemy} true, {=check_enemy_name(zat_b38_stalker_cop_dead)} true, {=check_enemy_name(zat_b22_stalker_medic)} true, false on_info2 = {!actor_enemy =dist_to_actor_ge(40)} walker@wait [remark@wait_actor] ;Ждем игрока target = story | actor anim = wait_na meet = no_meet on_info = {!actor_enemy =dist_to_actor_le(5)} walker@robbery %+zat_b52_robbery_start% on_info2 = {!actor_enemy =dist_to_actor_ge(40)} walker@wait combat_ignore_cond = {!actor_enemy} true, {=check_enemy_name(zat_b38_stalker_cop_dead)} true, {=check_enemy_name(zat_b22_stalker_medic)} true, false [walker@robbery] ;Просим игрока отдать оружие path_walk = port_bandit_1_walk_1 path_look = port_bandit_1_look_1 meet = meet@robbery on_info = {+zat_b52_robbery_done} remark@guard_first_sound %+zat_b52_bandits_free% on_info2 = {+zat_b52_robbery_no} walker@fight %=set_squad_enemy_to_actor(zat_b52_port_bandits) =play_sound(zat_b52_port_bandits_kill_actor_snd)% combat_ignore_cond = {!actor_enemy} true, {=check_enemy_name(zat_b38_stalker_cop_dead)} true, {=check_enemy_name(zat_b22_stalker_medic)} true, false [meet@robbery] ;Просим игрока отдать оружие close_victim = actor far_victim = actor close_distance = 6 far_distance = 10 far_anim = nil close_anim = nil use = {=has_enemy} false, {=actor_enemy} false, self allow_break = false trade_enable = false meet_dialog = {!actor_enemy} zat_b52_robbery_port_bandits_1 [walker@fight] ;Игрок сопротивляется path_walk = port_bandit_1_walk_1 path_look = port_bandit_1_look_1 combat_ignore_cond = {=check_enemy_name(zat_b38_stalker_cop_dead)} true, {=check_enemy_name(zat_b38_stalker_cop_dead)} true, {=check_enemy_name(zat_b22_stalker_medic)} true, false meet = no_meet [remark@guard_first_sound] ;Проганяем игрока раз target = story | actor anim = threat_na snd_anim_sync = true meet = no_meet on_info = {!actor_enemy} %=play_sound(zat_b52_port_bandits_after_pay_snd)% on_info2 = {=dist_to_actor_ge(120)} walker@wait %+zat_b52_actor_go_offline% on_signal = sound_end | remark@guard_second_sound_wait combat_ignore_cond = {!actor_enemy} true, {=check_enemy_name(zat_b38_stalker_cop_dead)} true, {=check_enemy_name(zat_b22_stalker_medic)} true, false [remark@guard_second_sound_wait] ;Проганяем игрока раз ждем target = story | actor anim = backoff snd_anim_sync = true meet = no_meet on_info = {=actor_in_zone(zat_b52_smart_terrain_def)} remark@guard_second_sound on_info2 = {=dist_to_actor_ge(120)} walker@wait %+zat_b52_actor_go_offline% combat_ignore_cond = {!actor_enemy} true, {=check_enemy_name(zat_b38_stalker_cop_dead)} true, {=check_enemy_name(zat_b22_stalker_medic)} true, false [remark@guard_second_sound] ;Проганяем игрока два target = story | actor anim = threat_na snd_anim_sync = true meet = no_meet on_info = {!actor_enemy} %=play_sound(zat_b52_port_bandits_after_pay_snd)% on_signal = sound_end | remark@guard_last_sound_wait on_info2 = {=dist_to_actor_ge(120)} walker@wait %+zat_b52_actor_go_offline% combat_ignore_cond = {!actor_enemy} true, {=check_enemy_name(zat_b38_stalker_cop_dead)} true, {=check_enemy_name(zat_b22_stalker_medic)} true, false [remark@guard_last_sound_wait] ;Проганяем игрока два ждем target = story | actor anim = backoff snd_anim_sync = true meet = no_meet on_info = {=actor_in_zone(zat_b52_smart_terrain_def)} remark@guard_last_sound on_info2 = {=dist_to_actor_ge(120)} walker@wait %+zat_b52_actor_go_offline% combat_ignore_cond = {!actor_enemy} true, {=check_enemy_name(zat_b38_stalker_cop_dead)} true, {=check_enemy_name(zat_b22_stalker_medic)} true, false [remark@guard_last_sound] ;Проганяем игрока три target = story | actor anim = backoff2 snd_anim_sync = true meet = no_meet on_info = {!actor_enemy} %=play_sound(zat_b52_port_bandits_after_pay_snd)% on_signal = sound_end | remark@end on_info2 = {=dist_to_actor_ge(120)} walker@wait %+zat_b52_actor_go_offline% combat_ignore_cond = {!actor_enemy} true, {=check_enemy_name(zat_b38_stalker_cop_dead)} true, {=check_enemy_name(zat_b22_stalker_medic)} true, false [remark@end] ;Игрок надоел - стреляем по нему target = story | actor anim = threat_na snd_anim_sync = true meet = no_meet on_game_timer = 50 | walker@fight %=set_squad_enemy_to_actor(zat_b52_port_bandits)% [death] on_info = %+zat_b52_bandit_leader_is_dead% ;-------------------------------------Браток раз-------------------------------------------- [logic@port_bandit_2] active = walker@wait_bandit_2 suitable = {!check_npc_name(zat_b52_port_bandit_1) =target_squad_name(zat_b52_port_bandits) -zat_b52_actor_go_offline} true prior = 90 post_combat_time = 0, 0 [walker@wait_bandit_2] ;Ждем игрока path_walk = port_bandit_2_walk_1 path_look = port_bandit_2_look_1 on_info = {+zat_b52_robbery_start -zat_b52_robbery_done} remark@wait_bandit_2_robbery combat_ignore_cond = {!actor_enemy} true, {=check_enemy_name(zat_b38_stalker_cop_dead)} true, {=check_enemy_name(zat_b22_stalker_medic)} true, false meet = no_meet [remark@wait_bandit_2_robbery] ;Наводим ствол на игрока target = story | actor anim = threat_na meet = no_meet on_info = {=dist_to_actor_ge(120) +zat_b52_robbery_done} walker@wait_bandit_2 %+zat_b52_actor_go_offline% on_info2 = {+zat_b52_robbery_no} walker@wait_bandit_2 combat_ignore_cond = {!actor_enemy} true, {=check_enemy_name(zat_b38_stalker_cop_dead)} true, {=check_enemy_name(zat_b22_stalker_medic)} true, false ;-------------------------------------Браток дыва-------------------------------------------- [logic@port_bandit_3] active = walker@wait_bandit_3 suitable = {!check_npc_name(zat_b52_port_bandit_1) =target_squad_name(zat_b52_port_bandits) -zat_b52_actor_go_offline} true prior = 90 post_combat_time = 0, 0 [walker@wait_bandit_3] ;Ждем игрока path_walk = port_bandit_3_walk_1 path_look = port_bandit_3_look_1 combat_ignore_cond = {!actor_enemy} true, {=check_enemy_name(zat_b38_stalker_cop_dead)} true, {=check_enemy_name(zat_b22_stalker_medic)} true, false on_info = {+zat_b52_robbery_start -zat_b52_robbery_done} remark@wait_bandit_3_robbery meet = no_meet [remark@wait_bandit_3_robbery] ;Наводим ствол на игрока target = story | actor anim = threat_na meet = no_meet on_info = {=dist_to_actor_ge(120) +zat_b52_robbery_done} walker@wait_bandit_3 %+zat_b52_actor_go_offline% on_info2 = {+zat_b52_robbery_no} walker@wait_bandit_3 combat_ignore_cond = {!actor_enemy} true, {=check_enemy_name(zat_b38_stalker_cop_dead)} true, {=check_enemy_name(zat_b22_stalker_medic)} true, false ;-------------------------------------Браток тыри-------------------------------------------- [logic@port_bandit_4] active = walker@wait_bandit_4 suitable = {!check_npc_name(zat_b52_port_bandit_1) =target_squad_name(zat_b52_port_bandits) -zat_b52_actor_go_offline} true prior = 90 post_combat_time = 0, 0 [walker@wait_bandit_4] ;Ждем игрока path_walk = port_bandit_4_walk_1 path_look = port_bandit_4_look_1 combat_ignore_cond = {!actor_enemy} true, {=check_enemy_name(zat_b38_stalker_cop_dead)} true, {=check_enemy_name(zat_b22_stalker_medic)} true, false on_info = {+zat_b52_robbery_start -zat_b52_robbery_done} remark@wait_bandit_4_robbery meet = no_meet [remark@wait_bandit_4_robbery] ;Наводим ствол на игрока target = story | actor anim = threat_na meet = no_meet on_info = {=dist_to_actor_ge(120) +zat_b52_robbery_done} walker@wait_bandit_4 %+zat_b52_actor_go_offline% on_info2 = {+zat_b52_robbery_no} walker@wait_bandit_4 combat_ignore_cond = {!actor_enemy} true, {=check_enemy_name(zat_b38_stalker_cop_dead)} true, {=check_enemy_name(zat_b22_stalker_medic)} true, false ;-------------------------------------Браток четыри-------------------------------------------- [logic@port_bandit_5] active = walker@wait_bandit_5 suitable = {!check_npc_name(zat_b52_port_bandit_1) =target_squad_name(zat_b52_port_bandits) -zat_b52_actor_go_offline} true prior = 90 post_combat_time = 0, 0 [walker@wait_bandit_5] ;Ждем игрока path_walk = port_bandit_5_walk_1 path_look = port_bandit_5_look_1 combat_ignore_cond = {!actor_enemy} true, {=check_enemy_name(zat_b38_stalker_cop_dead)} true, {=check_enemy_name(zat_b22_stalker_medic)} true, false on_info = {+zat_b52_robbery_start -zat_b52_robbery_done} remark@wait_bandit_5_robbery meet = no_meet [remark@wait_bandit_5_robbery] ;Наводим ствол на игрока target = story | actor anim = threat_na meet = no_meet on_info = {=dist_to_actor_ge(120) +zat_b52_robbery_done} walker@wait_bandit_5 %+zat_b52_actor_go_offline% on_info2 = {+zat_b52_robbery_no} walker@wait_bandit_5 combat_ignore_cond = {!actor_enemy} true, {=check_enemy_name(zat_b38_stalker_cop_dead)} true, {=check_enemy_name(zat_b22_stalker_medic)} true, false