;Raider Leader [logic@zat_b7_stalker_raider_leader] active = walker@leader_start_first prior = 200 suitable = {=check_npc_name(zat_b7_stalker_raider_leader) -zat_b7_stalkers_raiders_attack} true post_combat_time = 0, 0 [walker@leader_start_first] path_walk = zat_b7_raider_leader_start_walk path_look = zat_b7_raider_leader_start_look meet = meet@leader_start def_state_standing = wait_na on_info = {-zat_b7_bandit_boss_sultan_intro =see_actor} walker@leader_start_hello on_info2 = {+zat_b7_task_fail} walker@leader_start combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true out_restr = zat_a2_sr_noweap use_camp = false gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@leader_start] path_walk = zat_b7_raider_leader_start_walk path_look = zat_b7_raider_leader_start_look meet = meet@leader_start def_state_standing = wait_na on_game_timer = 250 | {-zat_b7_task_fail -zat_b7_bandit_boss_sultan_intro =dist_to_actor_le(6) =dist_to_actor_ge(3) =see_actor} walker@leader_start_hello combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true out_restr = zat_a2_sr_noweap use_camp = false gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@leader_start_hello] path_walk = zat_b7_raider_leader_start_walk path_look = zat_b7_raider_leader_start_look def_state_standing = wait_na meet = meet@leader_start_hello on_game_timer = 50 | walker@leader_start on_info = {+zat_b7_task_fail} walker@leader_start combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true out_restr = zat_a2_sr_noweap use_camp = false gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [meet@leader_start] close_distance = 0 close_anim = nil close_snd_hello = nil close_snd_bye = nil close_victim = nil far_distance = 0 trade_enable = false use = {-zat_b7_raider_plan} false, {!actor_enemy} true snd_on_use = {-zat_b7_raider_plan} meet_use_no_talk_leader abuse = false [meet@leader_start_hello] close_anim = nil close_snd_hello = nil close_snd_bye = nil close_victim = actor far_distance = 10 far_anim = hello far_victim = actor far_snd = zat_b7_raiders_to_boss trade_enable = false use = {-zat_b7_raider_plan} false, {!actor_enemy} true snd_on_use = {-zat_b7_raider_plan} meet_use_no_talk_leader abuse = false [logic@zat_b7_stalker_raider_leader_attack] active = walker@leader_attack prior = 200 suitable = {=is_alive(zat_b7_stalker_raider_leader) =check_npc_name(zat_b7_stalker_raider_leader) +zat_b7_stalkers_raiders_attack} true, {!is_alive(zat_b7_stalker_raider_leader) =target_squad_name(zat_b7_stalkers_raiders) +zat_b7_stalkers_raiders_attack =is_squad_commander} true post_combat_time = 0, 0 [walker@leader_attack] path_walk = leader_attack_start_walk path_look = leader_attack_start_look on_signal = path_end | %+zat_b7_stalkers_raiders_meet% on_actor_dist_ge = 75 | {+zat_b7_actor_with_bandits +zat_b7_stalkers_raiders_meet} %=play_sound(zat_b7_raiders_ready_to_go)% def_state_standing = guard_na meet = meet@leader_start_attack on_info = {=is_squad_enemy_to_actor(zat_b7_stalkers_victims_1) +zat_b7_stalkers_raiders_meet} camper@leader_attack %+zat_b7_stalkers_raiders_attack_started%, {+zat_b7_stalkers_raiders_attack_started +zat_b7_stalkers_raiders_meet} walker@leader_walk_to_position on_info2 = {!squad_exist(zat_b7_stalkers_victims_1) -zat_b7_victims_disappeared -zat_b7_actor_killed_victims_self -zat_b7_stalkers_raiders_meet} %+zat_b7_actor_killed_victims_self +zat_b7_attack_started% on_info3 = {-zat_b7_stalkers_raiders_meet =squad_in_zone(zat_b7_stalkers_raiders:zat_b7_sr_stalkers_raiders_attack)} %+zat_b7_stalkers_raiders_meet% def_state_moving = assault gather_items_enabled = false corpse_detection_enabled = false [meet@leader_start_attack] close_anim = nil close_snd_hello = nil close_snd_bye = nil close_victim = actor trade_enable = false close_distance = 0 far_distance = 0 snd_on_use = {=is_wounded} nil, {=actor_enemy} nil, {=has_enemy} meet_use_no_fight use = {=is_wounded} false, {=actor_enemy} false, {=has_enemy} false, {-zat_b7_stalkers_raiders_attack_started} true, {+zat_b7_stalkers_raiders_attack_started} false meet_dialog = zat_b7_stalkers_raiders_dialog [walker@leader_walk_to_position] path_walk = leader_to_position_walk path_look = leader_to_position_look on_signal = position | {!actor_enemy} %+zat_b7_stalker_raider_leader_on_position =play_sound(zat_b7_raiders_attack)% on_info = {+zat_b7_stalker_raider_leader_on_position} camper@leader_attack on_info2 = {+zat_b7_attack_started -zat_b7_victims_disappeared -zat_b7_actor_killed_victims_self} camper@leader_attack on_info3 = {=is_squad_enemy_to_actor(zat_b7_stalkers_victims_1)} camper@leader_attack on_info4 = {=squad_in_zone_all(zat_b7_stalkers_raiders:zat_b7_prepared_for_attack) !actor_enemy} %+zat_b7_stalker_raider_leader_on_position =play_sound(zat_b7_raiders_attack)% team = zat_b7_stalkers_raiders meet = no_meet combat_ignore_cond = {!actor_enemy} true, false def_state_moving = sneak_run gather_items_enabled = false corpse_detection_enabled = false [camper@leader_attack] path_walk = leader_attack_walk path_look = leader_attack_look no_retreat = true on_info = {-zat_b7_attack_started} %+zat_b7_attack_started =set_squads_enemies(zat_b7_stalkers_raiders:zat_b7_stalkers_victims_1)% on_info2 = {+zat_b7_attack_started +zat_b7_stalkers_victims_prepare -zat_b7_victims_disappeared} walker@leader_attack_2 on_signal = path_end | {+zat_b7_victims_disappeared} remark@leader_confuse, {-zat_b7_victims_disappeared} walker@leader_attack_2 meet = no_meet def_state_moving = sneak_run def_state_moving_fire = sneak_fire radius = 0 ;danger = danger@no_danger gather_items_enabled = false corpse_detection_enabled = false [walker@leader_attack_2] path_walk = leader_attack_walk path_look = leader_attack_look on_info = {+zat_b7_actor_killed_victims_self -zat_b7_actor_help_bandits} %+zat_b7_actor_help_bandits% meet = no_meet def_state_standing = hide_na def_state_moving = assault use_camp = false gather_items_enabled = false corpse_detection_enabled = false [remark@leader_confuse] on_info = %=play_sound(zat_b7_raiders_sneak_confuse)% anim = threat target = story | actor on_signal = sound_end | walker@leader_rob_actor [walker@leader_rob_actor] path_walk = leader_attack_walk path_look = leader_attack_look def_state_moving = assault def_state_standing = threat on_actor_dist_ge_nvis = 50 | %+zat_b7_actor_refused_to_be_robbed% meet = meet@leader_rob_actor use_camp = false gather_items_enabled = false corpse_detection_enabled = false [meet@leader_rob_actor] close_distance = 25 close_victim = actor close_anim = threat use = {!actor_enemy -zat_b7_actor_robbed =dist_to_actor_le(25) =see_actor} self, {+zat_b7_actor_robbed} false, false trade_enable = false allow_break = false meet_dialog = zat_b7_stalkers_raiders_dialog [logic@zat_b7_stalker_raider_leader_after] active = walker@leader_after prior = 200 suitable = {=is_alive(zat_b7_stalker_raider_leader) =check_npc_name(zat_b7_stalker_raider_leader)} true, {!is_alive(zat_b7_stalker_raider_leader) =target_squad_name(zat_b7_stalkers_raiders) =is_squad_commander} true post_combat_time = 0, 0 [walker@leader_after] path_walk = stalker_victim_leader_walk path_look = stalker_victim_leader_look meet = meet@leader_after on_actor_dist_le = 10 | {+zat_b7_actor_help_bandits +zat_b7_actor_really_helped_bandits -zat_b7_sound_play} %+zat_b7_sound_play =play_sound(zat_b7_raider_after_ok)%, {+zat_b7_actor_help_bandits -zat_b7_actor_really_helped_bandits -zat_b7_sound_play} %+zat_b7_sound_play =play_sound(zat_b7_raider_after_bad)% def_state_moving = assault corpse_detection_enabled = false wounded = wounded@no_wound use_camp = false gather_items_enabled = false corpse_detection_enabled = false [wounded@no_wound] hp_state = 0 | wounded_heavy@help_heavy hp_state_see = 0 | wounded_heavy@help_heavy hp_victim = 0 | nil hp_cover = 0 | false hp_fight = 0 | false [meet@leader_after] close_distance = 5 close_anim = nil close_snd_hello = nil close_snd_bye = nil close_victim = nil far_distance = 10 trade_enable = false close_victim = actor use = {=is_wounded} false, {=actor_enemy} false, {=has_enemy} false, {+zat_b7_actor_robbed} false, true meet_dialog = zat_b7_stalkers_raiders_dialog snd_on_use = nil ;Raider 1 [logic@zat_b7_stalker_raider_1_attack] active = walker@attack_1 prior = 100 suitable = {=target_squad_name(zat_b7_stalkers_raiders) !check_npc_name(zat_b7_stalker_raider_leader) +zat_b7_stalkers_raiders_attack !is_squad_commander} true post_combat_time = 0, 0 [walker@attack_1] path_walk = 1_wait_walk path_look = 1_wait_look on_info = {=is_squad_enemy_to_actor(zat_b7_stalkers_victims) +zat_b7_stalkers_raiders_meet} camper@attack_1, {+zat_b7_stalkers_raiders_attack_started +zat_b7_stalkers_raiders_meet} walker@walk_to_position_1 def_state_standing = hide_na def_state_moving = assault meet = no_meet gather_items_enabled = false corpse_detection_enabled = false [walker@walk_to_position_1] path_walk = 1_to_position_walk path_look = 1_to_position_look on_info = {+zat_b7_stalker_raider_leader_on_position} camper@attack_1 %=play_sound(zat_b7_raiders_attack)% on_info2 = {+zat_b7_attack_started -zat_b7_victims_disappeared -zat_b7_actor_killed_victims_self} camper@attack_1 on_info3 = {=is_squad_enemy_to_actor(zat_b7_stalkers_victims_1)} camper@attack_1 on_info4 = {!actor_enemy} %=play_sound(zat_b7_raider_sneak_comments_1)% team = zat_b7_stalkers_raiders meet = no_meet combat_ignore_cond = {!actor_enemy} true, false def_state_moving = sneak_run gather_items_enabled = false corpse_detection_enabled = false [camper@attack_1] path_walk = 2_attack_walk path_look = 2_attack_look no_retreat = true radius = 0 meet = no_meet def_state_moving = sneak_run def_state_moving_fire = sneak_fire on_signal = path_end | walker@attack_1_2 on_info = {+zat_b7_attack_started +zat_b7_stalkers_victims_prepare} walker@attack_1_2 ;danger = danger@no_danger gather_items_enabled = false corpse_detection_enabled = false [walker@attack_1_2] path_walk = 2_attack_walk path_look = 2_attack_look meet = no_meet def_state_standing = hide_na def_state_moving = assault use_camp = false gather_items_enabled = false corpse_detection_enabled = false ;Raider 2 [logic@zat_b7_stalker_raider_2_attack] active = walker@attack_2 prior = 100 suitable = {=target_squad_name(zat_b7_stalkers_raiders) !check_npc_name(zat_b7_stalker_raider_leader) +zat_b7_stalkers_raiders_attack !is_squad_commander} true post_combat_time = 0, 0 [walker@attack_2] path_walk = 2_wait_walk path_look = 2_wait_look def_state_standing = hide_na on_info = {=is_squad_enemy_to_actor(zat_b7_stalkers_victims) +zat_b7_stalkers_raiders_meet} camper@attack_2, {+zat_b7_stalkers_raiders_attack_started +zat_b7_stalkers_raiders_meet} walker@walk_to_position_2 def_state_moving = assault meet = no_meet gather_items_enabled = false corpse_detection_enabled = false [walker@walk_to_position_2] path_walk = 2_to_position_walk path_look = 2_to_position_look on_info = {+zat_b7_stalker_raider_leader_on_position} camper@attack_2 %=play_sound(zat_b7_raiders_attack)% on_info2 = {+zat_b7_attack_started -zat_b7_victims_disappeared -zat_b7_actor_killed_victims_self} camper@attack_2 on_info3 = {=is_squad_enemy_to_actor(zat_b7_stalkers_victims_1)} camper@attack_2 on_game_timer = 15 | {!actor_enemy} %=play_sound(zat_b7_raider_sneak_comments_2)% team = zat_b7_stalkers_raiders meet = no_meet combat_ignore_cond = {!actor_enemy} true, false def_state_moving = sneak_run gather_items_enabled = false corpse_detection_enabled = false [camper@attack_2] path_walk = 1_attack_walk path_look = 1_attack_look no_retreat = true meet = no_meet radius = 0 def_state_moving = sneak_run def_state_moving_fire = sneak_fire on_signal = path_end | walker@attack_2_2 on_info = {+zat_b7_attack_started +zat_b7_stalkers_victims_prepare} walker@attack_2_2 ;danger = danger@no_danger gather_items_enabled = false corpse_detection_enabled = false [walker@attack_2_2] path_walk = 1_attack_walk path_look = 1_attack_look meet = no_meet def_state_standing = hide_na def_state_moving = assault use_camp = false gather_items_enabled = false corpse_detection_enabled = false ;Raider 3 [logic@zat_b7_stalker_raider_3_attack] active = walker@attack_3 prior = 100 suitable = {=target_squad_name(zat_b7_stalkers_raiders) !check_npc_name(zat_b7_stalker_raider_leader) +zat_b7_stalkers_raiders_attack !is_squad_commander} true post_combat_time = 0, 0 [walker@attack_3] path_walk = 3_wait_walk path_look = 3_wait_look def_state_standing = hide_na on_info = {=is_squad_enemy_to_actor(zat_b7_stalkers_victims) +zat_b7_stalkers_raiders_meet} camper@attack_3, {+zat_b7_stalkers_raiders_attack_started +zat_b7_stalkers_raiders_meet} walker@walk_to_position_3 def_state_moving = assault meet = no_meet gather_items_enabled = false corpse_detection_enabled = false [walker@walk_to_position_3] path_walk = 3_to_position_walk path_look = 3_to_position_look on_info = {+zat_b7_stalker_raider_leader_on_position} camper@attack_3 %=play_sound(zat_b7_raiders_attack)% on_info2 = {+zat_b7_attack_started -zat_b7_victims_disappeared -zat_b7_actor_killed_victims_self} camper@attack_3 on_info3 = {=is_squad_enemy_to_actor(zat_b7_stalkers_victims_1)} camper@attack_3 on_game_timer = 35 | {!actor_enemy} %=play_sound(zat_b7_raider_sneak_comments_3)% team = zat_b7_stalkers_raiders meet = no_meet combat_ignore_cond = {!actor_enemy} true, false def_state_moving = sneak_run gather_items_enabled = false corpse_detection_enabled = false [camper@attack_3] path_walk = 3_attack_walk path_look = 3_attack_look no_retreat = true meet = no_meet radius = 0 def_state_moving = sneak_run def_state_moving_fire = sneak_fire on_signal = path_end | walker@attack_3_2 on_info = {+zat_b7_attack_started +zat_b7_stalkers_victims_prepare} walker@attack_3_2 ;danger = danger@no_danger gather_items_enabled = false corpse_detection_enabled = false [walker@attack_3_2] path_walk = 3_attack_walk path_look = 3_attack_look meet = no_meet def_state_standing = hide_na def_state_moving = assault use_camp = false gather_items_enabled = false corpse_detection_enabled = false