;general section [walker@jup_b202_gen] corpse_detection_enabled = false combat_ignore_cond = true meet = no_meet gather_items_enabled = false help_wounded_enabled = false [remark@jup_b202_stalker_snag_wounded_gen] combat_ignore_cond = true corpse_detection_enabled = false gather_items_enabled = false help_wounded_enabled = false [walker@jup_b202_stalker_bandit_gen]:walker@jup_b202_gen combat_ignore_cond = {-jup_b202_bandit_hited} true, false [remark@jup_b202_stalker_bandit_gen]:remark@jup_b202_stalker_snag_wounded_gen target = story | jup_b202_stalker_snag combat_ignore_cond = {-jup_b202_bandit_hited} true, false meet = no_meet on_info = {+jup_b202_bandit_hited +jup_b202_bandit_hited_by_actor} walker@jup_b202_stalker_bandit_end_no_talk [walker@jup_b202_stalker_bandit_leave_gen]:walker@jup_b202_stalker_bandit_gen path_walk = stalker_bandit_leave_walk on_signal = to_nill | %=spawn_object_in(wpn_wincheaster1300:jup_b202_bandit) =spawn_object_in(ammo_12x76_zhekan:jup_b202_bandit) =spawn_object_in(grenade_rgd5:jup_b202_bandit) +jup_b202_bandit_go_away% [logic@jup_b202_gen] prior = 200 ;snag work [logic@jup_b202_stalker_snag_wounded]:logic@jup_b202_gen suitable = {=check_npc_name(jup_b202_stalker_snag)} active = walker@jup_b202_wait_for_stol on_death = death@jup_b202_stalker_snag_wounded [death@jup_b202_stalker_snag_wounded] on_info = %+zat_b52_snag_is_dead% [walker@jup_b202_wait_for_stol]:walker@jup_b202_gen path_walk = snag_wait_walk path_look = snag_wait_look combat_ignore_keep_when_attacked = true invulnerable = true out_restr = jup_surge_hide_b202 on_info = {+jup_b202_actor_items_stolen} walker@jup_b202_polustanok %+jup_b202_snag_wounded_start =teleport_npc(jup_b202_snag_wounded_walk)% [walker@jup_b202_polustanok]:walker@jup_b202_gen path_walk = snag_wounded_walk path_look = snag_wounded_look on_info = {=squad_exist(jup_b202_bandit_squad)} remark@jup_b202_stalker_snag_wounded %=set_squad_goodwill_to_npc(jup_b202_bandit_squad:friend)% [remark@jup_b202_stalker_snag_wounded]:remark@jup_b202_stalker_snag_wounded_gen wounded = wounded@jup_b202_stalker_snag_wounded on_info = {+jup_b202_actor_items_returned} %=kill_npc% on_info2 = {+jup_b202_snag_healed} walker@jup_b202_stalker_snag_sit, {+jup_b202_actor_spare_snag !talking} walker@jup_b202_stalker_snag_sit [wounded@jup_b202_stalker_snag_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 not_for_help = true enable_talk = true [walker@jup_b202_stalker_snag_sit]:walker@jup_b202_gen path_walk = snag_wounded_walk path_look = snag_wounded_look def_state_standing = sit meet = meet@jup_b202_stalker_snag_sit combat_ignore_cond = {!actor_enemy} true, false on_game_timer = 600 | {=squad_exist(jup_b202_bandit_squad)} %+jup_b202_stalker_snag_go_base =set_squad_goodwill_to_npc(jup_b202_bandit_squad:enemy)%, %+jup_b202_stalker_snag_go_base% [meet@jup_b202_stalker_snag_sit] close_distance = 0 close_anim = nil close_victim = nil far_distance = 0 far_anim = nil far_victim = nil use = {!actor_enemy !actor_has_weapon} true, false abuse = false trade_enable = false ; bandit work [logic@jup_b202_stalker_bandit]:logic@jup_b202_gen suitable = {=check_npc_name(jup_b202_bandit)} active = walker@jup_b202_stalker_bandit_teleport on_hit = hit@jup_b202_stalker_bandit [hit@jup_b202_stalker_bandit] on_info = {=hit_by_actor} %+jup_b202_bandit_hited +jup_b202_bandit_hited_by_actor%, %+jup_b202_bandit_hited% [walker@jup_b202_stalker_bandit_teleport]:walker@jup_b202_stalker_bandit_gen path_walk = snag_wounded_look path_look = snag_wounded_walk def_state_standing = threat on_info = walker@jup_b202_stalker_bandit %=teleport_npc(jup_b202_snag_wounded_look)% [walker@jup_b202_stalker_bandit]:walker@jup_b202_stalker_bandit_gen path_walk = snag_wounded_look path_look = snag_wounded_walk def_state_standing = threat on_actor_dist_le_nvis = 24 | {=counter_equal(jup_b202_sound_count:2)} remark@jup_b202_stalker_bandit_talk, remark@jup_b202_stalker_bandit_fire %=inc_counter(jup_b202_sound_count:1)% [remark@jup_b202_stalker_bandit_fire]:remark@jup_b202_stalker_bandit_gen anim = threat on_info2 = %=play_sound(jup_b202_bandit_shoot)% on_signal = sound_end | walker@jup_b202_stalker_bandit [remark@jup_b202_stalker_bandit_talk]:remark@jup_b202_stalker_bandit_gen anim = guard_na on_info2 = %=play_sound(jup_b202_bandit_to_snag)% on_signal = theme_end | walker@jup_b202_stalker_bandit_end [walker@jup_b202_stalker_bandit_end]:walker@jup_b202_stalker_bandit_leave_gen meet = meet@jup_b202_stalker_bandit on_actor_dist_le = 5 | %+jup_b202_bandit_meet_actor% on_info = {+jup_b202_bandit_talked_with_actor} walker@jup_b202_stalker_bandit_end_no_talk [walker@jup_b202_stalker_bandit_end_no_talk]:walker@jup_b202_stalker_bandit_leave_gen [meet@jup_b202_stalker_bandit] close_distance = 5 close_anim = threat close_snd_hello = nil close_snd_bye = nil close_victim = actor far_anim = nil far_snd = nil far_victim = nil use = {+jup_b202_bandit_meet_actor -jup_b202_bandit_talked_with_actor} self, false abuse = false trade_enable = false allow_break = false meet_dialog = jup_b202_bandit_meet_actor