[logic@zat_b53_artefact_hunter_1] suitable = {=check_npc_name(zat_b53_artefact_hunter_1)} prior = 70 active = walker@wait_actor_scene_start on_hit = hit on_death = death dont_spawn_loot [walker@wait_actor_scene_start] corpse_detection_enabled = false meet = no_meet def_state_moving = walk path_walk = artefact_hunter_1_spawn_point path_look = artefact_hunter_1_wounted_particle_steam_point_1 on_signal = zat_b53_artefact_hunter_1_scene_start | remark@scene_start on_info = {+zat_b53_thanks_dialog} walker@go_friend [remark@scene_start] corpse_detection_enabled = false meet = no_meet anim = probe_stand target = path | zat_b53_artefact_hunter_1_wounted_particle_steam_point_1, 0 on_info = {=actor_in_zone(zat_b53_actor_find_artefact_hunters_restrictor) =actor_see_npc} walker@start_go %+zat_b53_artefact_hunter_2_must_say_go_on% on_info2 = {+zat_b53_actor_enemy} walker@actor_enemy on_info3 = {+zat_b53_thanks_dialog} walker@go_friend [walker@start_go] corpse_detection_enabled = false meet = no_meet def_state_moving = walk path_walk = artefact_hunter_1_wounted_particle_steam_point_1 path_look = artefact_hunter_1_wounted_particle_steam_point_2 on_info = {=npc_in_zone(zat_b53_artefact_hunter_1_wounted_restrictor_1)} remark@probe %+artefact_hunter_1_in_zone_wounted_restrictor_1% on_info2 = {+zat_b53_actor_enemy} walker@actor_enemy on_info3 = {+zat_b53_go_nil} %=kill_npc%, {=surge_kill_all} %=kill_npc% [remark@probe] corpse_detection_enabled = false meet = no_meet anim = probe_way target = path | zat_b53_artefact_hunter_1_big_anomaly_go, 0 on_game_timer = 130 | remark@wait_go_big_anomalie %+zat_b53_come_on_continue_sound% on_info = {+zat_b53_actor_enemy} walker@actor_enemy on_info2 = {+zat_b53_go_nil} %=kill_npc%, {=surge_kill_all} %=kill_npc% [remark@wait_go_big_anomalie] corpse_detection_enabled = false meet = no_meet anim = guard_na target = path | zat_b53_artefact_hunter_1_big_anomaly_go, 0 on_game_timer = 110 | walker@go_on_in_big_anomaly %+zat_b53_come_on_continue_sound% on_info = {+zat_b53_actor_enemy} walker@actor_enemy on_info2 = {+zat_b53_go_nil} %=kill_npc%, {=surge_kill_all} %=kill_npc% [walker@go_on_in_big_anomaly] corpse_detection_enabled = false meet = no_meet path_walk = artefact_hunter_1_big_anomaly_go on_info2 = {=npc_in_zone(zat_b53_artefact_hunter_1_wounted_restrictor_2)} walker@wounded %+zat_b53_artefact_hunter_1_in_zone_ounted_restrictor_2% on_info3 = {+zat_b53_actor_enemy} walker@actor_enemy on_info4 = {+zat_b53_go_nil} %=kill_npc%, {=surge_kill_all} %=kill_npc% [walker@wounded] wounded = wounded corpse_detection_enabled = false meet = meet combat_ignore_cond = true combat_ignore_keep_when_attacked = true path_walk = artefact_hunter_1_big_anomaly_go on_info = {+zat_b53_go_nil} %=kill_npc%, {=surge_kill_all} %=kill_npc% on_info2 = {+zat_b53_thanks_dialog} walker@go_friend %=actor_friend% on_info3 = {=actor_enemy} walker@wounded_actor_enemy on_info4 = {=dist_to_actor_ge(100)} %=kill_npc% [walker@wounded_actor_enemy] wounded = wounded corpse_detection_enabled = false meet = no_meet combat_ignore_cond = true combat_ignore_keep_when_attacked = true path_walk = artefact_hunter_1_big_anomaly_go on_info = {+zat_b53_go_nil} %=kill_npc%, {=surge_kill_all} %=kill_npc% on_info2 = {=dist_to_actor_ge(100)} %=kill_npc% [walker@go_friend] corpse_detection_enabled = false meet = no_meet def_state_moving = run path_walk = artefact_hunter_1_with_friend_walk path_look = artefact_hunter_1_sit_ass_look on_signal = zat_b53_artefact_hunter_1_with_friend_walk_sig | remark@sit_ass_talk %+zat_b53_artefact_hunter_1_with_friend% on_info = {+zat_b53_actor_enemy} walker@actor_enemy on_info2 = {=dist_to_actor_le(5) !npc_in_zone(zat_b53_zone_field_thermal_weak_self_use) -zat_b53_once_use_self_dialog} remark@thanks_self %+zat_b53_once_use_self_dialog% [remark@thanks_self] meet = meet@self combat_ignore_cond = true corpse_detection_enabled = false combat_ignore_keep_when_attacked = true target = story | actor on_info = {+zat_b53_thanks_dialog_end !talking} walker@go_friend [remark@sit_ass_talk] corpse_detection_enabled = false meet = meet anim = sit_ass target = path | zat_b53_artefact_hunter_1_sit_ass_look, 0 on_info = {+zat_b53_actor_enemy} walker@actor_enemy [walker@actor_enemy] corpse_detection_enabled = false meet = no_meet path_walk = artefact_hunter_1_spawn_point on_info = %=actor_enemy% [meet] use = true abuse = false allow_break = false trade_enable = false close_anim = nil close_victim = nil close_distance = 0 far_distance = 0 [meet@self] use = self meet_dialog = zat_b53_artefact_hunter_1_gathering_artefacts abuse = false allow_break = false trade_enable = false close_anim = nil close_victim = nil close_distance = 0 far_distance = 0 [hit] on_info = {=hit_by_actor} %+zat_b53_actor_enemy% [death] on_info = {=killed_by_actor -zat_b53_dec_faction_goodwill_done} %=dec_faction_goodwill_to_actor(stalker:100) +zat_b53_dec_faction_goodwill_done% [wounded] autoheal = false enable_talk = true not_for_help = true hp_state = 101|wounded_heavy@help_heavy hp_state_see = 101|wounded_heavy@help_heavy hp_victim = 101|nil hp_fight = 101|false hp_cover = 101|false