[logic@zulus] suitable = {=check_npc_name(pri_b301_zulus) -pri_b301_zulus_work_end} true active = camper@wait_for_actor on_death = death post_combat_time = 0, 0 prior = 200 [death] on_info = %+pri_b301_zulus_dead% [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 [camper@wait_for_actor] path_walk = zulus_walk_1 path_look = zulus_look_1 out_restr = pri_b301_zulus_def_restr meet = no_meet on_info = {=dist_to_actor_le(50)} camper@defend %+pri_a301_zulus_start_scene%, {=actor_see_npc} camper@defend %+pri_a301_zulus_start_scene% wounded = wounded radius = 5 def_state_campering_fire = threat_fire def_state_campering = threat [camper@defend] path_walk = zulus_walk_1 path_look = zulus_look_1 out_restr = pri_b301_zulus_def_restr meet = no_meet on_info = {+pri_b301_save_zulus_complete =dist_to_actor_le(8) +pri_b301_monster_death_1 +pri_b301_monster_death_2 +pri_b301_monster_death_3} remark@no_danger on_info2 = {-pri_b301_save_zulus_complete -pri_b301_zulus_hello_in_combat_sound =see_actor() =dist_to_actor_le(20)} %+pri_b301_zulus_hello_in_combat_sound =play_sound(pri_b301_zulus_hello_in_combat)%, {-pri_b301_save_zulus_complete -pri_b301_zulus_hello_in_combat_sound =dist_to_actor_le(5)} %+pri_b301_zulus_hello_in_combat_sound =play_sound(pri_b301_zulus_hello_in_combat)% on_info3 = {-pri_b301_save_zulus_complete} %=play_sound(pri_b301_zulus_surrounded)% on_info4 = {=dist_to_actor_ge(140)} %=destroy_object +pri_b301_zulus_destroy_alone_without_fight% wounded = wounded radius = 5 def_state_campering_fire = threat_fire def_state_campering = threat [remark@no_danger] target = story | actor anim = guard_na on_signal = sound_end | remark@dialog meet = no_meet on_info = %=play_sound(pri_b301_zulus_after_fight)% wounded = wounded [remark@dialog] target = story | actor anim = guard on_info = {+pri_b301_zulus_remain_alone} walker@wait, {+pri_b301_zulus_go_alone} %+pri_b301_zulus_work_end%, {+pri_b301_go_on_base} %+pri_b301_zulus_work_end% on_info2 = {-pri_b301_go_on_base =dist_to_actor_ge(140) -pri_b301_zulus_destroy_alone} %=destroy_object +pri_b301_zulus_destroy_alone% meet = meet@self wounded = wounded [walker@wait] path_walk = zulus_walk_1 path_look = zulus_look_1 def_state_standing = sit_ass on_info = {-pri_b301_go_on_base =dist_to_actor_ge(140) -pri_b301_zulus_destroy_alone} %=destroy_object +pri_b301_zulus_destroy_alone% meet = meet [meet] use = {=actor_enemy} false, true use_wpn = {=actor_enemy} false, true meet_dialog = jup_b15_zulus_b301_after_fight trade_enable = false allow_break = false [meet@self] use = {=actor_enemy} false, {=dist_to_actor_le(3)} self, true use_wpn = {=actor_enemy} false, true meet_dialog = jup_b15_zulus_b301_after_fight trade_enable = false allow_break = false