[logic@zat_b106_stalker_crab] suitable = {=check_npc_name(zat_b106_stalker_crab)} true prior = 200 active = animpoint@wounded ;walker@base [animpoint@wounded] cover_name = zat_a2_sc_zat_b106_crab_wounded avail_animations = zat_b106_wounded_idle meet = no_meet on_info = {+zat_b106_hunt_finish -zat_b106_gonta_dead} animpoint@base, {+zat_b106_hunt_finish +zat_b106_gonta_dead} animpoint@base_no_meet combat_ignore_cond = true combat_ignore_keep_when_attacked = true wounded = wounded danger = danger reach_distance = 50 invulnerable = true out_restr = zat_a2_sr_noweap gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false ;[walker@base] ;path_walk = crab_walk ;path_look = crab_look ;combat_ignore_cond = true ;combat_ignore_keep_when_attacked = true ;def_state_standing = lay_on_bed ;danger = danger ;meet = no_meet ;on_signal = crab_look | remark ;on_info = {+zat_b106_hunt_finish -zat_b106_gonta_dead} animpoint@base, {+zat_b106_hunt_finish +zat_b106_gonta_dead} animpoint@base_no_meet ;[remark] ;path_walk = crab_walk ;target = path | zat_stalker_base_smart_crab_look, 0 ;anim = zat_b106_wounded_idle ;meet = no_meet ;on_info = {+zat_b106_hunt_finish -zat_b106_gonta_dead} animpoint@base, {+zat_b106_hunt_finish +zat_b106_gonta_dead} animpoint@base_no_meet ;combat_ignore_cond = true ;combat_ignore_keep_when_attacked = true ;wounded = wounded ;danger = danger [animpoint@base] cover_name = zat_a2_sc_zat_b106_stalker_crab meet = meet@base use_camp = false combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true out_restr = zat_a2_sr_noweap gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [animpoint@base_no_meet] cover_name = zat_a2_sc_zat_b106_stalker_crab meet = no_meet use_camp = false combat_ignore_cond = true combat_ignore_keep_when_attacked = true on_info = {!dist_to_actor_le(140) -zat_b106_free_stalker_crab} %+zat_b106_free_stalker_crab% invulnerable = true out_restr = zat_a2_sr_noweap gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [meet@base] close_anim = nil close_victim = nil far_anim = nil far_victim = nil close_distance = 0 far_distance = 0 close_snd_hello = nil close_snd_bye = nil use = false snd_on_use = zat_b106_garmata_refuse_talk meet_on_talking = false [danger] ignore_distance = 0 [wounded] hp_state = 0|wounded_heavy@help_heavy hp_state_see = 0|wounded_heavy@help_heavy hp_victim = 0|nil hp_fight = 0|false hp_cover = 0|false