[walker@generic] gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false wounded = wounded ;---------------------------------------------------------------------------------------------------------- [logic@pri_a17_military_captain_tarasov] suitable = {-pri_a17_actor_leaver =check_npc_name(pri_a17_military_captain_tarasov)} true prior = 70 active = walker@firstmeet on_death = death on_combat = combat post_combat_time = 0, 0 known_info = known_info [walker@firstmeet]:walker@generic path_walk = taras_stay_idle path_look = taras_look_idle combat_ignore_cond = {=fighting_dist_ge (15)} true on_info = {+pri_a17_mon_ambush_killed +pri_a17_actor_has_gauss_rifle -pri_a17_actor_attack_military} walker@safe, {+pri_a17_patrol_dead} walker@squad_go_check, walker@teleported on_info2 = {+pri_a17_teleport_step_1 -pri_a17_taras_teleported} % +pri_a17_taras_teleported =teleport_npc(pri_a17_taras_go1)% meet = no_meet combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true [walker@teleported]:walker@generic path_walk = taras_stay_idle path_look = taras_look_idle def_state_standing = talk_default combat_ignore_cond = {=fighting_dist_ge (15)} true on_game_timer = 50 | {=dist_to_actor_le(5) -pri_a17_taras_give_orders_1} remark@give_orders %+pri_a17_taras_give_orders_1 =play_sound(pri_a17_recon_squad_commander_order_hide1)% meet = no_meet [remark@give_orders]:walker@generic target = story | actor anim = idle combat_ignore_cond = {=fighting_dist_ge (15)} true on_game_timer = 32 | walker@sneak meet = no_meet [walker@sneak]:walker@generic path_walk = taras_go1 path_look = taras_golook1 def_state_moving1 = assault combat_ignore_cond = {=fighting_dist_ge (15)} true on_info = {=npc_in_zone(pri_a17_squad_follow)} %+pri_a17_squad_go_1% on_signal = at_position | walker@get_at_pos meet = no_meet [walker@get_at_pos]:walker@generic path_walk = taras_attack path_look = taras_pat_look def_state_moving1 = assault combat_ignore_cond = {=fighting_dist_ge (15)} true on_info = {=npc_in_zone(pri_a17_taras_hide_cover_zone) !actor_enemy} smartcover@ready_to_attack %+pri_a17_recon_go =play_sound(pri_a17_recon_squad_commander_order_hide2) +pri_a17_patrol_go% meet = no_meet [smartcover@ready_to_attack]:walker@generic cover_name = pri_a17_taras_ready_to_attack cover_state = idle_target combat_ignore_cond = {=fighting_dist_ge (15)} true on_info = {!actor_in_zone(pri_a17_hosp_square) =npc_in_zone(pri_a17_taras_cover_2_zone)} smartcover@ready_to_attack1 on_info2 = {+pri_a17_mon_atk} camper@attack %=make_enemy(pri_a17_monolith_patrol_lead)% meet = no_meet in_restr = pri_a17_val_chek_fight_zone [smartcover@ready_to_attack1]:walker@generic cover_name = pri_a17_taras_ready_to_attack cover_state = idle_target combat_ignore_cond = {=fighting_dist_ge (15)} true on_info = {+pri_a17_mon_atk} camper@attack %=make_enemy(pri_a17_monolith_patrol_lead)% on_info2 = {+pri_a17_mon_pat_sound1 !is_playing_sound !actor_enemy} %=play_sound(pri_a17_recon_squad_attack_now_)% on_info3 = {-pri_a17_mon_pat_sound1 !actor_in_zone(pri_a17_hosp_build_1)} smartcover@ready_to_attack1_actor_dont_hide, {-pri_a17_mon_pat_sound1 =actor_in_zone(pri_a17_backoff)} smartcover@ready_to_attack1_actor_dont_hide on_signal = sound_end | {+pri_a17_mon_pat_sound1} smartcover@ready_to_attack2 meet = no_meet [smartcover@ready_to_attack1_actor_dont_hide]:walker@generic cover_name = pri_a17_taras_ready_to_attack cover_state = idle_target combat_ignore_cond = {=fighting_dist_ge (15)} true on_info = {=actor_in_zone(pri_a17_monolith_attack_zone) !actor_enemy} %=play_sound(pri_a17_recon_squad_actor_dont_hide)%, {=actor_in_zone(pri_a17_backoff) !actor_enemy} %=play_sound(pri_a17_recon_squad_actor_dont_hide)%, smartcover@ready_to_attack1 on_signal = sound_end | smartcover@ready_to_attack1 meet = no_meet [smartcover@ready_to_attack2]:walker@generic cover_name = pri_a17_taras_ready_to_attack cover_state = idle_target combat_ignore_cond = {=fighting_dist_ge (15)} true on_info = {+pri_a17_mon_atk} camper@attack %=make_enemy(pri_a17_monolith_patrol_lead)% on_info2 = {+pri_a17_mon_pat_sound2 !is_playing_sound !actor_enemy} %=play_sound(pri_a17_recon_squad_attack_now_)% on_signal = sound_end | smartcover@ready_to_attack3 meet = no_meet [smartcover@ready_to_attack3]:walker@generic cover_name = pri_a17_taras_ready_to_attack cover_state = idle_target combat_ignore_cond = {=fighting_dist_ge (15)} true on_info = {+pri_a17_mon_atk} camper@attack %=make_enemy(pri_a17_monolith_patrol_lead)% on_info2 = {+pri_a17_mon_pat_sound3 !is_playing_sound !actor_enemy} %=play_sound(pri_a17_recon_squad_commander_ready_to_fire)% on_signal = sound_end | smartcover@ready_to_attack4 meet = no_meet [smartcover@ready_to_attack4]:walker@generic cover_name = pri_a17_taras_ready_to_attack cover_state = lookout_target combat_ignore_cond = {=fighting_dist_ge (15)} true on_info = {+pri_a17_mon_atk} camper@attack %=make_enemy(pri_a17_monolith_patrol_lead)% on_info2 = {+pri_a17_mon_pat_sound4 !is_playing_sound !actor_enemy} %=play_sound(pri_a17_recon_squad_attack_now_)% on_signal = sound_end | smartcover@ready_to_attack5 meet = no_meet [smartcover@ready_to_attack5]:walker@generic cover_name = pri_a17_taras_ready_to_attack cover_state = lookout_target combat_ignore_cond = {=fighting_dist_ge (15)} true on_info = {+pri_a17_mon_atk} camper@attack %=make_enemy(pri_a17_monolith_patrol_lead)% on_info2 = {+pri_a17_mon_pat_sound5 !is_playing_sound !actor_enemy} %=play_sound(pri_a17_recon_squad_attack_now_)% on_info4 = {+pri_a17_atk_mon_pat} camper@attack %=make_enemy(pri_a17_monolith_patrol_lead)% on_signal = sound_end | camper@attack meet = no_meet [camper@attack]:walker@generic path_walk = taras_attack;_2 path_look = taras_pat_look def_state_moving1 = assault def_state_campering = threat_na def_state_campering_fire = threat_fire no_retreat = true on_info = {+pri_a17_patrol_dead} walker@go_check_1 on_info2 = {+pri_a17_ice_dead} remark@taras_shocked on_info3 = {+pri_a17_good_shot -pri_a17_nice_tar_end !is_playing_sound} %=play_sound(pri_a17_recon_squad_nice_shoot)% on_info4 = {=health_le(0.99) !actor_enemy} %=restore_health% on_signal = sound_end | %+pri_a17_nice_tar_end% out_restr = pri_a17_taras_attack_fight_zone meet = no_meet combat_ignore_cond = {=check_enemy_name(pri_a17_monolith_preacher)} true [walker@go_check_1]:walker@generic path_walk = taras_attack path_look = taras_pat_look def_state_standing = caution on_game_timer = 55 | {-pri_a17_ord_tar_end !is_playing_sound} %+pri_a17_ord_tar_end =play_sound(pri_a17_recon_squad_order_to_check)% on_signal = sound_end | {+pri_a17_ord_tar_end} walker@go_check_2 %+pri_a17_squad_move% on_info = {+pri_a17_ice_dead -pri_a17_taras_shock_sound} remark@taras_shocked %+pri_a17_taras_shock_sound =play_sound(pri_a17_recon_squad_monolith_ambush)%, {+pri_a17_ice_dead} remark@taras_shocked meet = no_meet combat_ignore_cond = {=fighting_dist_ge (25)} true, {=check_enemy_name(pri_a17_monolith_preacher)} true [walker@go_check_2]:walker@generic path_walk = taras_chek_stay path_look = taras_chek_look def_state_moving1 = assault on_info = {+pri_a17_ice_dead -pri_a17_taras_shock_sound} remark@taras_shocked %+pri_a17_taras_shock_sound =play_sound(pri_a17_recon_squad_monolith_ambush)%, {+pri_a17_ice_dead} remark@taras_shocked, {=npc_in_zone(pri_a17_taras_check_zone)} walker@squad_go_check meet = no_meet combat_ignore_cond = {=fighting_dist_ge (20)} true, {=check_enemy_name(pri_a17_monolith_preacher)} true [walker@squad_go_check]:walker@generic path_walk = taras_chek_sit path_look = taras_chek_look def_state_moving1 = assault on_info = {+pri_a17_get_in_cover} walker@defend, {+pri_a17_ice_dead -pri_a17_taras_shock_sound} remark@taras_shocked %+pri_a17_taras_shock_sound =play_sound(pri_a17_recon_squad_monolith_ambush)%, {+pri_a17_ice_dead} remark@taras_shocked meet = no_meet combat_ignore_cond = {=fighting_dist_ge (20)} true, {=check_enemy_name(pri_a17_monolith_preacher)} true [remark@taras_shocked]:walker@generic anim = bloodsucker_search target = path | pri_a17_taras_chek_look, 0 on_signal = anim_end | walker@defend %+pri_a17_get_in_cover% on_info = {=health_le(0.99) !actor_enemy} %=restore_health% combat_ignore_cond = true combat_ignore_keep_when_attacked = true meet = no_meet [walker@defend]:walker@generic path_walk = taras_chek_fight path_look = taras_pat_look out_restr = pri_a17_taras_chek_fight_zone on_info = {=counter_greater(pri_a17_monolith_amb_death:11) !squad_has_enemy(pri_a17_recon_squad) +pri_a17_actor_has_gauss_rifle} walker@safe, {+pri_a17_mon_ambush_killed} walker@safe on_game_timer = 170 | {!actor_enemy} %=play_sound(pri_a17_recon_squad_sniper_out)% on_info2 = {=health_le(0.5) !actor_enemy} %=restore_health% on_info3 = {=actor_in_zone(pri_a17_hosp_build_1)} %+pri_a17_in_cover% def_state_moving1 = assault meet = no_meet combat_ignore_cond = {=check_enemy_name(pri_a17_monolith_preacher)} true [walker@safe]:walker@generic path_walk = taras_chek_fight path_look = taras_chek_look on_info = {+pri_a17_actor_has_gauss_rifle !is_playing_sound !actor_enemy !has_enemy} %=play_sound(pri_a17_recon_squad_after_monolith_clear)% on_signal = sound_end | walker@fintalk meet = meet@get_f_gauss [meet@get_f_gauss] meet_dialog = pri_a17_military_recon_squad_after_scene_dialog trade_enable = false close_distance = 15 close_anim = guard close_victim = actor abuse = false use = true [walker@fintalk]:walker@generic path_walk = taras_final_talk path_look = taras_final_look on_info = {+pri_a17_val_fin_talk_end !is_playing_sound !actor_enemy} %=play_sound(pri_a17_recon_squad_commander_to_prapor)%, {+pri_a17_val_dead} patrol@home, {=dist_to_actor_ge(140)} patrol@home %+pri_a17_go_home% on_signal = sound_end | patrol@home %+pri_a17_go_home% meet = no_meet [patrol@home]:walker@generic path_walk = patrol_home commander = true formation = back on_signal = path_end | walker@base_1 on_info = {=npc_in_zone(pri_a16_sr_noweap)} walker@base meet = no_meet out_restr = pri_a16_sr_noweap def_state_moving = assault [walker@base]:walker@generic path_walk = taras_base_stay path_look = taras_base_look def_state_standing = wait on_info = {=squad_in_zone_all(pri_a17_recon_squad:pri_surge_hide_a16) =check_smart_alarm_status(zat_stalker_base_smart:normal)} %+pri_a17_at_home =set_squad_neutral_to_actor(pri_a17_recon_squad)% out_restr = pri_a16_sr_noweap ;------------------------------------------------------------- [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 [combat] on_info = {=actor_enemy} %+pri_a17_actor_attack_military% [death] on_info = {=killed_by_actor =squad_exist(pri_a17_recon_squad)} %+pri_a17_actor_attack_military +pri_a17_taras_dead =set_squad_enemy_to_actor(pri_a17_recon_squad) =stop_sound%, %+pri_a17_taras_dead =stop_sound% [known_info] pri_a17_taras_is_dead ;-------------------------------------------Актер бросил отряд-------------------------------------------- [logic@pri_a17_military_captain_tarasov_dead] suitable = {+pri_a17_actor_leaver =check_npc_name(pri_a17_military_captain_tarasov)} true prior = 70 active = walker@taras_dead on_death = death on_combat = combat post_combat_time = 0, 0 known_info = known_info [walker@taras_dead]:walker@generic path_walk = taras_dead on_info = walker@taras_dead_2 %=teleport_npc(pri_a17_taras_dead)% meet = no_meet [walker@taras_dead_2]:walker@generic path_walk = taras_dead on_game_timer = 20 | walker@taras_dead_3 %=hit_npc(self:pri_a17_mon_sni_3:bip01_head:1:23)% [walker@taras_dead_3]:walker@generic path_walk = taras_dead on_game_timer = 5 | nil %=kill_npc%