[logic@pri_a16_tarasov] suitable = {-pri_b305_fifth_cam_end =check_npc_name(pri_a17_military_captain_tarasov)} true prior = 200 active = walker@home_1 [walker@home_1] def_state_standing = wait_na def_state_moving = walk_noweap path_walk = taras_base_stay path_look = taras_base_look combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true meet = meet@recon_squad_ambush_dialog_1 out_restr = pri_a16_sr_noweap gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false on_info = {+pri_a17_military_recon_squad_ambush_actor_instruct !npc_talking} walker@home_2 on_info2 = {-pri_a17_actor_taras_hello =dist_to_actor_le(3)} remark@salut %+pri_a17_actor_taras_hello% use_camp = false [remark@salut] target = story | actor anim = salut_free on_game_timer = 5 | walker@home_1 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 meet = no_meet use_camp = false [walker@home_2] def_state_standing = wait_na def_state_moving = walk_noweap path_walk = taras_base_stay path_look = taras_base_look combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true meet = meet@recon_squad_ambush_dialog_2 out_restr = pri_a16_sr_noweap gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false use_camp = false [meet@recon_squad_ambush_dialog_1] close_snd_hello = nil close_snd_bye = nil meet_dialog = pri_a17_military_recon_squad_ambush_dialog close_anim = nil far_anim = nil close_victim = actor trade_enable = false allow_break = false use = {=actor_enemy} false, true [meet@recon_squad_ambush_dialog_2] close_snd_hello = nil close_snd_bye = nil meet_dialog = pri_a17_military_recon_squad_ambush_dialog_second close_anim = nil far_anim = nil close_victim = actor trade_enable = false allow_break = false use = {=actor_enemy} false, true