[logic@zat_b5_stalker_3] active = walker suitable = {=check_npc_name(zat_b5_stalker_3) -zat_b5_task_end} prior = 100 on_hit = hit post_combat_time = 0,0 on_death = death [walker] path_walk = zat_b5_stalker_3_walker_1_walk path_look = zat_b5_stalker_3_walker_1_look ;out_restr = zat_b5_dolg_trader_1_defence def_state_moving1 = assault meet = no_meet on_info = {+zat_b5_actor_with_bandits} walker@start_bandit %=actor_enemy% on_info2 = {+zat_b5_actor_with_dealer} walker@start_bandit %=actor_enemy% ;walker@start %=actor_enemy% on_info3 = {+zat_b5_actor_with_stalkers} walker@start_stalker combat_ignore_cond = {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true danger = danger ;wounded = wounded gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false ;---------------за бандитов--------------------- [walker@start_bandit] path_walk = zat_b5_stalker_3_b_walker_1_walk path_look = zat_b5_stalker_3_b_walker_1_look ;out_restr = zat_b5_dolg_trader_1_defence def_state_moving1 = sneak_run on_info = {+zat_b5_actor_bandit_go_to_trader} walker@start_bandit_2 %=actor_enemy% on_info2 = {+zat_b5_meat} walker@fight ;{-zat_b5_actor_with_stalkers =actor_see_npc =see_actor} walker@fight %+zat_b5_meat%, {=hit_by_actor} walker@fight %+zat_b5_meat%, meet = no_meet combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer:zat_b5_actor_with_bandits:zat_b5_actor_with_dealer:actor)} true, {=check_enemy_name(zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true danger = danger ;wounded = wounded gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@start_bandit_2] path_walk = zat_b5_stalker_3_b_walker_2_walk path_look = zat_b5_stalker_3_b_walker_2_look ;out_restr = zat_b5_dolg_trader_1_defence def_state_moving1 = sneak_run on_signal = st_walk_3 | walker@start_bandit_3 on_info = {+zat_b5_meat} walker@fight ;{-zat_b5_actor_with_stalkers =actor_see_npc =see_actor} walker@fight %+zat_b5_meat%, {=hit_by_actor} walker@fight %+zat_b5_meat%, meet = no_meet combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer:zat_b5_actor_with_bandits:zat_b5_actor_with_dealer:actor)} true, {=check_enemy_name(zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true danger = danger ;wounded = wounded gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@start_bandit_3] path_walk = zat_b5_stalker_3_b_walker_3_walk path_look = zat_b5_stalker_3_b_walker_3_look ;out_restr = zat_b5_dolg_trader_1_defence def_state_moving1 = sneak_run on_info = {+zat_b5_dealer_speak_2_done} walker@start_bandit_4 on_info2 = {+zat_b5_meat} walker@fight ;{-zat_b5_actor_with_stalkers =actor_see_npc =see_actor} walker@fight %+zat_b5_meat%, {=hit_by_actor} walker@fight %+zat_b5_meat%, meet = no_meet combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer:zat_b5_actor_with_bandits:zat_b5_actor_with_dealer:actor)} true, {=check_enemy_name(zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true danger = danger ;wounded = wounded gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@start_bandit_4] path_walk = zat_b5_stalker_3_b_walker_4_walk path_look = zat_b5_stalker_3_b_walker_4_look ;out_restr = zat_b5_dolg_trader_1_defence def_state_moving1 = sneak_run ;on_game_timer = 40 | walker@fight on_info = {+zat_b5_meat} walker@fight on_actor_dist_le = 6 | walker@fight meet = no_meet combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer:zat_b5_actor_with_bandits:zat_b5_actor_with_dealer:actor)} true, {=check_enemy_name(zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true danger = danger ;wounded = wounded gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@fight] path_walk = zat_b5_bandit_3_walker_2_walk path_look = zat_b5_bandit_3_walker_2_look out_restr = zat_b5_smart_terrain_attack combat_ignore_cond = {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true meet = no_meet ;wounded = wounded ;gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false ;----------------------за сталкеров------------------ [walker@start_stalker] path_walk = zat_b5_stalker_3_walker_1_walk path_look = zat_b5_stalker_3_walker_1_look out_restr = zat_b5_stalkers_start_out_restr def_state_moving1 = assault def_state_standing = guard_na meet = no_meet on_info = {+zat_b5_actor_stalker_go_to_trader} walker@stalker_timer_go_to_position ;on_info2 = {+zat_b5_meat} walker@stalker_fight combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer:zat_b5_actor_with_bandits:zat_b5_actor_with_dealer)} true, {=check_enemy_name(zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true danger = danger ;wounded = wounded gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@stalker_timer_go_to_position] path_walk = zat_b5_stalker_3_walker_1_walk path_look = zat_b5_stalker_3_walker_1_look out_restr = zat_b5_stalkers_start_out_restr def_state_moving1 = assault def_state_standing = guard_na on_game_timer = 20 | walker@stalker_go_to_position on_info = {+zat_b5_meat} walker@stalker_fight meet = no_meet combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer:zat_b5_actor_with_bandits:zat_b5_actor_with_dealer)} true, {=check_enemy_name(zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true danger = danger ;wounded = wounded gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@stalker_go_to_position] path_walk = zat_b5_stalker_3_walker_2_walk path_look = zat_b5_stalker_3_walker_2_look ;out_restr = zat_b5_dolg_trader_1_defence def_state_moving1 = assault def_state_standing = guard_na on_signal = st_3_walk_2 | walker@stalker_go_to_position_3 on_info = {+zat_b5_meat} walker@stalker_fight meet = no_meet combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer:zat_b5_actor_with_bandits:zat_b5_actor_with_dealer)} true, {=check_enemy_name(zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true danger = danger ;wounded = wounded gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@stalker_go_to_position_3] path_walk = zat_b5_stalker_3_walker_21_walk path_look = zat_b5_stalker_3_walker_21_look ;out_restr = zat_b5_dolg_trader_1_defence def_state_moving1 = sneak_run on_signal = st_1_walk_21 | walker@stalker_go_to_position_4 on_info = {+zat_b5_meat} walker@stalker_fight meet = no_meet combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer:zat_b5_actor_with_bandits:zat_b5_actor_with_dealer)} true, {=check_enemy_name(zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true danger = danger ;wounded = wounded gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@stalker_go_to_position_4] path_walk = zat_b5_stalker_3_walker_22_walk path_look = zat_b5_stalker_3_walker_22_look ;out_restr = zat_b5_dolg_trader_1_defence def_state_moving1 = sneak_run on_signal = st_1_walk_22 | walker@stalker_go_to_position_5 on_info = {+zat_b5_meat} walker@stalker_fight meet = no_meet combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer:zat_b5_actor_with_bandits:zat_b5_actor_with_dealer)} true, {=check_enemy_name(zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true danger = danger ;wounded = wounded gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@stalker_go_to_position_5] path_walk = zat_b5_stalker_3_walker_22_walk path_look = zat_b5_stalker_3_walker_22_look ;out_restr = zat_b5_dolg_trader_1_defence def_state_moving1 = assault ;on_info = {+zat_b5_meat} camper@fight on_info = {+zat_b5_stalker_attack_dealer} walker@stalker_fight meet = no_meet combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer:zat_b5_actor_with_bandits:zat_b5_actor_with_dealer)} true, {=check_enemy_name(zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true danger = danger ;wounded = wounded gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [camper@fight] path_walk = zat_b5_stalker_3_camper_1_walk path_look = zat_b5_stalker_3_camper_1_look on_signal = stalker_1_cam_end | walker@stalker_fight on_game_timer = 100 | walker@stalker_fight def_state_moving1 = sneak_run def_state_moving_fire = sneak_fire radius = 5 no_retreat = true meet = no_meet ;wounded = wounded ;gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false combat_ignore_cond = {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true [walker@stalker_fight] path_walk = zat_b5_bandit_3_walker_2_walk path_look = zat_b5_bandit_3_walker_2_look out_restr = zat_b5_smart_terrain_attack meet = no_meet on_info = {+zat_b5_actor_help_stalkers} walker@stalker_after_fight ;wounded = wounded ;gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false combat_ignore_cond = {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true [walker@stalker_after_fight] path_walk = walker_2_walk path_look = walker_2_look out_restr = zat_b5_smart_terrain_attack meet = no_meet ;wounded = wounded gather_items_enabled = false ;help_wounded_enabled = false corpse_detection_enabled = false combat_ignore_cond = {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true [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 [meet] close_distance = 0 close_victim = nil use = false snd_on_use = {=actor_enemy} nil, {=has_enemy} meet_use_no_fight, {!has_enemy} zat_b5_stalkers_refuse_talk [danger] ignore_distance = 0 [hit] on_info = {=hit_by_actor -zat_b5_stalker_hit} %+zat_b5_stalker_hit +zat_b5_meat%, {-zat_b5_meat +zat_b5_actor_stalker_go_to_trader} %+zat_b5_meat% [death] on_info = %=inc_counter(stalker_death)%