[walker@def] combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true out_restr = pri_a16_sr_noweap gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@reach]:walker@def combat_ignore_keep_when_attacked = false invulnerable = false [animpoint@def] reach_movement = walk_noweap combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true use_camp = true meet = meet@animpoint out_restr = pri_a16_sr_noweap gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [animpoint@reach]:animpoint@def combat_ignore_keep_when_attacked = false invulnerable = false [meet@animpoint] close_anim = nil close_victim = nil far_anim = nil far_victim = nil close_snd_hello = nil close_snd_bye = nil close_distance = 0 far_distance = 0 use = {=actor_enemy} false, {=dist_to_actor_le(3)} true, false snd_on_use = {!dist_to_actor_le(3)} nil meet_on_talking = false [logic@pri_a16_stalker_1] active = walker@guarder_1_reach suitable = {+pri_a28_actor_in_zone_stay =npc_in_zone(pri_a16_sr_noweap)} true prior = 190 [walker@guarder_1_reach]:walker@reach path_walk = guarder_1_walk path_look = guarder_1_look on_info = {=npc_in_zone(pri_surge_hide_a16)} walker@guarder_1 [walker@guarder_1]:walker@def path_walk = guarder_1_walk path_look = guarder_1_look on_info = {=surge_started} walker@hide_1 [walker@hide_1]:walker@def path_walk = hide_1_walk path_look = hide_1_look on_info = {=surge_complete} walker@guarder_1 [logic@pri_a16_stalker_2] active = walker@guarder_2_reach suitable = {+pri_a28_actor_in_zone_stay =npc_in_zone(pri_a16_sr_noweap)} true prior = 150 [walker@guarder_2_reach]:walker@reach path_walk = guarder_2_walk path_look = guarder_2_look on_info = {=npc_in_zone(pri_surge_hide_a16)} walker@guarder_2 [walker@guarder_2]:walker@def path_walk = guarder_2_walk path_look = guarder_2_look on_info = {=surge_started} walker@hide_2 [walker@hide_2]:walker@def path_walk = hide_2_walk path_look = hide_1_look on_info = {=surge_complete} walker@guarder_2 [logic@pri_a16_stalker_3] active = animpoint@pri_a16_stalker_3 suitable = {+pri_a28_actor_in_zone_stay =npc_in_zone(pri_a16_sr_noweap)} true prior = 150 [logic@pri_a16_stalker_4] active = animpoint@pri_a16_stalker_4 suitable = {+pri_a28_actor_in_zone_stay =npc_in_zone(pri_a16_sr_noweap)} true prior = 150 [logic@pri_a16_stalker_5] active = animpoint@pri_a16_stalker_5 suitable = {+pri_a28_actor_in_zone_stay =npc_in_zone(pri_a16_sr_noweap)} true prior = 150 [logic@pri_a16_stalker_6] active = animpoint@pri_a16_stalker_6 suitable = {+pri_a28_actor_in_zone_stay =npc_in_zone(pri_a16_sr_noweap)} true prior = 150 [logic@pri_a16_stalker_7] active = animpoint@pri_a16_stalker_7 suitable = {+pri_a28_actor_in_zone_stay =npc_in_zone(pri_a16_sr_noweap)} true prior = 150 [logic@pri_a16_stalker_8] active = animpoint@pri_a16_stalker_8 suitable = {+pri_a28_actor_in_zone_stay =npc_in_zone(pri_a16_sr_noweap)} true prior = 150 [logic@pri_a16_stalker_9] active = animpoint@pri_a16_stalker_9 suitable = {+pri_a28_actor_in_zone_stay =npc_in_zone(pri_a16_sr_noweap)} true prior = 150 [logic@pri_a16_stalker_10] active = animpoint@pri_a16_stalker_10 suitable = {+pri_a28_actor_in_zone_stay =npc_in_zone(pri_a16_sr_noweap)} true prior = 150 [logic@pri_a16_stalker_11] active = animpoint@pri_a16_stalker_11 suitable = {+pri_a28_actor_in_zone_stay =npc_in_zone(pri_a16_sr_noweap)} true prior = 140 [logic@pri_a16_stalker_12] active = animpoint@pri_a16_stalker_12 suitable = {+pri_a28_actor_in_zone_stay =npc_in_zone(pri_a16_sr_noweap)} true prior = 120 [animpoint@pri_a16_stalker_3]:animpoint@reach cover_name = pri_a16_animp_1 on_info = {=npc_in_zone(pri_surge_hide_a16)} animpoint@pri_a16_stalker_3_reached [animpoint@pri_a16_stalker_4]:animpoint@reach cover_name = pri_a16_animp_2 on_info = {=npc_in_zone(pri_surge_hide_a16)} animpoint@pri_a16_stalker_4_reached [animpoint@pri_a16_stalker_5]:animpoint@reach cover_name = pri_a16_animp_3 on_info = {=npc_in_zone(pri_surge_hide_a16)} animpoint@pri_a16_stalker_5_reached [animpoint@pri_a16_stalker_6]:animpoint@reach cover_name = pri_a16_animp_vano on_info = {=npc_in_zone(pri_surge_hide_a16)} animpoint@pri_a16_stalker_6_reached [animpoint@pri_a16_stalker_7]:animpoint@reach cover_name = pri_a16_animp_5 on_info = {=npc_in_zone(pri_surge_hide_a16)} animpoint@pri_a16_stalker_7_reached [animpoint@pri_a16_stalker_8]:animpoint@reach cover_name = pri_a16_animp_6 on_info = {=npc_in_zone(pri_surge_hide_a16)} animpoint@pri_a16_stalker_8_reached [animpoint@pri_a16_stalker_9]:animpoint@reach cover_name = pri_a16_animp_7 meet = no_meet on_info = {=npc_in_zone(pri_surge_hide_a16)} animpoint@pri_a16_stalker_9_reached [animpoint@pri_a16_stalker_10]:animpoint@reach cover_name = pri_a16_animp_8 meet = no_meet on_info = {=npc_in_zone(pri_surge_hide_a16)} animpoint@pri_a16_stalker_10_reached [animpoint@pri_a16_stalker_11]:animpoint@reach cover_name = pri_a16_animp_4 on_info = {=npc_in_zone(pri_surge_hide_a16)} animpoint@pri_a16_stalker_11_reached [animpoint@pri_a16_stalker_12]:animpoint@reach cover_name = pri_a16_animp_sokolov on_info = {=npc_in_zone(pri_surge_hide_a16)} animpoint@pri_a16_stalker_12_reached [animpoint@pri_a16_stalker_3_reached]:animpoint@def cover_name = pri_a16_animp_1 [animpoint@pri_a16_stalker_4_reached]:animpoint@def cover_name = pri_a16_animp_2 [animpoint@pri_a16_stalker_5_reached]:animpoint@def cover_name = pri_a16_animp_3 [animpoint@pri_a16_stalker_6_reached]:animpoint@def cover_name = pri_a16_animp_vano [animpoint@pri_a16_stalker_7_reached]:animpoint@def cover_name = pri_a16_animp_5 [animpoint@pri_a16_stalker_8_reached]:animpoint@def cover_name = pri_a16_animp_6 [animpoint@pri_a16_stalker_9_reached]:animpoint@def cover_name = pri_a16_animp_7 meet = no_meet [animpoint@pri_a16_stalker_10_reached]:animpoint@def cover_name = pri_a16_animp_8 meet = no_meet [animpoint@pri_a16_stalker_11_reached]:animpoint@def cover_name = pri_a16_animp_4 [animpoint@pri_a16_stalker_12_reached]:animpoint@def cover_name = pri_a16_animp_sokolov ;in reserve - pri_a16_animp_wanderer ;in reserve - pri_a16_animp_zulus [logic@pri_a16_yar] suitable = {+pri_a28_actor_in_zone_stay =check_npc_name(jup_b19_freedom_yar)} true prior = 200 active = animpoint@base [animpoint@base] cover_name = pri_a16_animp_medic combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true meet = meet out_restr = pri_a16_sr_noweap gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false use_camp = false [meet] close_anim = nil close_victim = nil far_anim = nil far_victim = nil close_distance = 0 far_distance = 0 use = {=actor_enemy} false, true trade_enable = true allow_break = false meet_dialog = jup_b19_freedom_yar_pripyat_start