[logic@zat_b18_noah] active = walker@meet suitable = {=check_npc_name(zat_b18_noah)} prior = 100 on_hit = hit on_death = death [walker@meet] path_walk = noah_walker_1_walk path_look = noah_door_shooting_mark ;noah_walker_1_look def_state_standing = guard_na out_restr = zat_b18_out_restrictor_noah on_info = {+zat_b18_noah_shot_door} remark@shoot_door on_info2 = {+zat_b18_noah_gave_first_artefact -zat_b18_noah_gave_second_artefact -zat_b18_noah_gave_first_artefact_brake} walker@no_meet %+zat_b18_noah_gave_first_artefact_brake% on_info3 = {+zat_b18_noah_gave_second_artefact -zat_b18_noah_breakdown -zat_b18_noah_gave_second_artefact_brake} walker@no_meet %+zat_b18_noah_gave_second_artefact_brake% on_info4 = {+zat_b18_noah_breakdown} remark@fire on_info5 = {+zat_b18_actor_enemy} walker@fire %=actor_enemy% on_actor_dist_ge_nvis = 100 | %+zat_b18_reset_memory -zat_b18_noah_shot_door -zat_b18_noah_remembers -zat_b18_noah_breakdown =actor_neutral% meet = meet danger = danger combat_ignore_cond = {=check_enemy_name(zat_b18_dog_noah)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true combat_ignore_keep_when_attacked = true wounded = wounded gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@no_meet] path_walk = noah_walker_1_walk path_look = noah_walker_1_look def_state_standing = guard_na out_restr = zat_b18_out_restrictor_noah on_info = {+zat_b18_noah_shot_door} remark@shoot_door on_info2 = {+zat_b18_noah_go_away} %=play_sound(zat_b18_noah_go_away) -zat_b18_noah_go_away% on_info3 = {+zat_b18_actor_enemy} walker@fire %=actor_enemy% on_actor_dist_le = 15 | %=play_sound(zat_b18_noah_no_talk)% on_actor_dist_ge_nvis = 100 | walker@meet %+zat_b18_reset_memory -zat_b18_noah_shot_door -zat_b18_noah_remembers -zat_b18_noah_breakdown =actor_neutral% meet = meet@no_speak danger = danger combat_ignore_cond = {=check_enemy_name(zat_b18_dog_noah)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true combat_ignore_keep_when_attacked = true wounded = wounded gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false ;----------стреляет в дверь--------- [remark@shoot_door] anim = threat_fire ;threat_fire target = path | zat_b18_noah_door_shooting_mark, 0 meet = no_meet on_info = %=play_sound(zat_b18_noah_greetings)% on_game_timer = 15 | walker@stop %-zat_b18_noah_shot_door% ;remark@aim_to_actor %-zat_b18_noah_shot_door% on_info2 = {+zat_b18_actor_enemy} walker@fire %=actor_enemy% danger = danger combat_ignore_cond = {=check_enemy_name(zat_b18_dog_noah)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true combat_ignore_keep_when_attacked = true wounded = wounded gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false out_restr = zat_b18_out_restrictor_noah ;----------целиться в игрока--------- [walker@stop] path_walk = noah_walker_1_walk path_look = noah_door_shooting_mark def_state_standing = threat_na out_restr = zat_b18_out_restrictor_noah on_info = {+zat_b18_actor_enemy} walker@fire %=actor_enemy% on_timer = 500 | remark@aim_to_actor danger = danger combat_ignore_cond = {=check_enemy_name(zat_b18_dog_noah)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true combat_ignore_keep_when_attacked = true meet = no_meet wounded = wounded gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [remark@aim_to_actor] anim = threat_na target = story | actor on_info = {+zat_b18_noah_remembers -zat_b18_noah_go_away} walker@meet on_info2 = {+zat_b18_noah_go_away} walker@no_meet on_info3 = {+zat_b18_noah_shot_door} %-zat_b18_noah_shot_door% on_info4 = {+zat_b18_actor_enemy} walker@fire %=actor_enemy% on_actor_dist_ge_nvis = 100 | walker@meet %+zat_b18_reset_memory -zat_b18_actor_enemy -zat_b18_noah_shot_door -zat_b18_noah_remembers -zat_b18_noah_breakdown =actor_neutral =restore_health% danger = danger combat_ignore_cond = {=check_enemy_name(zat_b18_dog_noah)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true combat_ignore_keep_when_attacked = true meet = meet@weap wounded = wounded gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false out_restr = zat_b18_out_restrictor_noah ;-------------аттакуем игрока---------- [remark@fire] anim = threat_na target = story | actor meet = no_meet on_info = %=play_sound(zat_b18_noah_breakdown)% on_signal = sound_end | walker@fire %=actor_enemy% danger = danger combat_ignore_cond = {=check_enemy_name(zat_b18_dog_noah)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true combat_ignore_keep_when_attacked = true wounded = wounded gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false out_restr = zat_b18_out_restrictor_noah [walker@fire] path_walk = noah_walker_1_walk path_look = noah_walker_1_look def_state_standing = guard_na out_restr = zat_b18_out_restrictor_noah on_info = {-zat_b18_actor_enemy_info} %+zat_b18_actor_enemy_info =actor_enemy% on_actor_dist_ge_nvis = 100 | walker@meet %+zat_b18_reset_memory -zat_b18_actor_enemy -zat_b18_noah_shot_door -zat_b18_noah_remembers -zat_b18_noah_breakdown =actor_neutral =restore_health% meet = no_meet danger = danger combat_ignore_cond = {=check_enemy_name(zat_b18_dog_noah)} true wounded = wounded gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [meet] close_anim = guard_na close_victim = actor close_distance = 7 close_snd_hello = nil close_snd_bye = nil use = true abuse = true trade_enable = false allow_break = false [meet@weap] close_anim = threat_na close_victim = actor close_distance = 7 close_snd_hello = nil close_snd_bye = nil use = true abuse = true trade_enable = false allow_break = false [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 [danger] ignore_distance = 0 ignore_distance_grenade = 0 ignore_distance_corpse = 0 ignore_distance_hit = 0 ignore_distance_sound = 0 [meet@no_speak] use = false snd_on_use = zat_b18_noah_no_talk close_anim = guard_na close_distance = 20 [hit] on_info = {=hit_by_actor -zat_b18_actor_enemy} %+zat_b18_actor_enemy =stop_sound% [death] on_info = %+zat_b18_noah_dead =stop_sound%