;Guards [logic@zat_a2_guarder_1] active = walker@guarder_1 suitable = {=check_npc_name(sim_default_stalker) =npc_in_zone(zat_a2_sr_noweap) !surge_started} true prior = 120 [walker@guarder_1] path_walk = guarder_1_walk path_look = guarder_1_look on_info = {!actor_enemy =see_actor !npc_in_zone(zat_a2_sr_light) =actor_has_weapon =actor_in_zone(zat_a2_sr_noweap) =dist_to_actor_le(35)} remark@guarder_1 combat_ignore_cond = {=npc_in_zone(zat_a2_sr_light)} true, {=check_enemy_name(bandit)} true, false out_restr = zat_a2_sr_noweap in_restr = zat_a2_sr_light use_camp = false gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [remark@guarder_1] anim = threat target = story | actor on_info = {-zat_a2_base_guard} %+zat_a2_base_guard =play_sound(zat_a2_base_guard)% on_game_timer = 75 | walker@guarder_1 %-zat_a2_base_guard% combat_ignore_cond = {=npc_in_zone(zat_a2_sr_light)} true, {=check_enemy_name(bandit)} true, false out_restr = zat_a2_sr_noweap in_restr = zat_a2_sr_light [logic@zat_a2_guarder_2] active = walker@guarder_2 suitable = {=check_npc_name(sim_default_stalker) =npc_in_zone(zat_a2_sr_noweap) !surge_started} true prior = 100 [walker@guarder_2]:walker@guarder_1 path_walk = guarder_2_walk path_look = guarder_2_look on_info = {!actor_enemy =see_actor !npc_in_zone(zat_a2_sr_light) =actor_has_weapon =actor_in_zone(zat_a2_sr_noweap) =dist_to_actor_le(35)} remark@guarder_2 [remark@guarder_2]:remark@guarder_1 on_game_timer = 75 | walker@guarder_2 [logic@zat_a2_guarder_3] active = walker@guarder_3 suitable = {=check_npc_name(sim_default_stalker) =npc_in_zone(zat_a2_sr_noweap) !surge_started} true prior = 100 [walker@guarder_3]:walker@guarder_1 path_walk = guarder_3_walk path_look = guarder_3_look on_info = {!actor_enemy =see_actor !npc_in_zone(zat_a2_sr_light) =actor_has_weapon =actor_in_zone(zat_a2_sr_noweap) =dist_to_actor_le(35)} remark@guarder_3 [remark@guarder_3]:remark@guarder_1 on_game_timer = 75 | walker@guarder_3 ;Spartacus [logic@zat_b7_stalker_victim_leader] active = animpoint@zat_b7_stalker_victim_leader suitable = {=check_npc_name(zat_b7_stalker_victim_1) =npc_in_zone(zat_a2_sr_noweap)} true prior = 150 [animpoint@zat_b7_stalker_victim_leader] reach_movement = walk_noweap cover_name = zat_a2_sc_zat_b7_stalker_victim_leader use_camp = false meet = meet@base_zat_b7_stalker_victim_leader combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true out_restr = zat_a2_sr_noweap gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [meet@base_zat_b7_stalker_victim_leader] close_anim = nil close_victim = nil far_anim = nil far_victim = nil close_distance = 0 far_distance = 0 use = {=actor_enemy} false, {=dist_to_actor_le(3)} true, false snd_on_use = {!dist_to_actor_le(3)} nil meet_on_talking = false ;animpoints [logic@zat_a2_guarder_4] active = animpoint@guarder_4 suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_noweap)} true prior = 100 [logic@zat_a2_guarder_5] active = animpoint@guarder_5 suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_noweap)} true prior = 100 [logic@zat_a2_guarder_6] active = animpoint@guarder_6 suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_noweap)} true prior = 100 [logic@zat_a2_animp_1] active = animpoint@zat_a2_animp_1 suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(stalker_raider) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(zat_b14_stalker_) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(artefact_hunter) =npc_in_zone(zat_a2_sr_noweap)} true prior = 100 [logic@zat_a2_animp_2] active = animpoint@zat_a2_animp_2 suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(stalker_raider) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(zat_b14_stalker_) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(artefact_hunter) =npc_in_zone(zat_a2_sr_noweap)} true prior = 90 [logic@zat_a2_animp_3] active = animpoint@zat_a2_animp_3 suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(stalker_raider) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(zat_b14_stalker_) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(artefact_hunter) =npc_in_zone(zat_a2_sr_noweap)} true prior = 90 [logic@zat_a2_animp_4] active = animpoint@zat_a2_animp_4 suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(stalker_raider) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(zat_b14_stalker_) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(artefact_hunter) =npc_in_zone(zat_a2_sr_noweap)} true prior = 100 [logic@zat_a2_animp_5] active = animpoint@zat_a2_animp_5 suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(stalker_raider) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(zat_b14_stalker_) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(artefact_hunter) =npc_in_zone(zat_a2_sr_noweap)} true prior = 100 [logic@zat_a2_animp_6] active = animpoint@zat_a2_animp_6 suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(stalker_raider) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(zat_b14_stalker_) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(artefact_hunter) =npc_in_zone(zat_a2_sr_noweap)} true prior = 90 [logic@zat_a2_animp_7] active = animpoint@zat_a2_animp_7 suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(stalker_raider) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(zat_b14_stalker_) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(artefact_hunter) =npc_in_zone(zat_a2_sr_noweap)} true prior = 90 [logic@zat_a2_animp_8] active = animpoint@zat_a2_animp_8 suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(stalker_raider) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(zat_b14_stalker_) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(artefact_hunter) =npc_in_zone(zat_a2_sr_noweap)} true prior = 90 [logic@zat_a2_animp_9] active = animpoint@zat_a2_animp_9 suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(stalker_raider) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(zat_b14_stalker_) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(artefact_hunter) =npc_in_zone(zat_a2_sr_noweap)} true prior = 100 [logic@zat_a2_animp_10] active = animpoint@zat_a2_animp_10 suitable = {=check_npc_name(sim_default) -zat_b14_stalkers_go_sim =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(zat_b14_stalker_) +zat_b14_stalkers_go_sim =npc_in_zone(zat_a2_sr_noweap)} true prior = 100 [logic@zat_a2_animp_11] active = animpoint@zat_a2_animp_11 suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(stalker_raider) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(zat_b14_stalker_) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(artefact_hunter) =npc_in_zone(zat_a2_sr_noweap)} true prior = 100 [logic@zat_a2_animp_12] active = animpoint@zat_a2_animp_12 suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(stalker_raider) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(zat_b14_stalker_) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(artefact_hunter) =npc_in_zone(zat_a2_sr_noweap)} true prior = 90 [logic@zat_a2_animp_13] active = animpoint@zat_a2_animp_13 suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(stalker_raider) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(zat_b14_stalker_) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(artefact_hunter) =npc_in_zone(zat_a2_sr_noweap)} true prior = 90 [logic@zat_a2_animp_14] active = animpoint@zat_a2_animp_14 suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(stalker_raider) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(zat_b14_stalker_) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(artefact_hunter) =npc_in_zone(zat_a2_sr_noweap)} true prior = 100 [logic@zat_a2_animp_15] active = animpoint@zat_a2_animp_15 suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(stalker_raider) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(zat_b14_stalker_) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(artefact_hunter) =npc_in_zone(zat_a2_sr_noweap)} true prior = 100 [logic@zat_a2_animp_16] active = animpoint@zat_a2_animp_16 suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(stalker_raider) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(zat_b14_stalker_) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(artefact_hunter) =npc_in_zone(zat_a2_sr_noweap)} true prior = 100 [logic@zat_a2_animp_17] active = animpoint@zat_a2_animp_17 suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(stalker_raider) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(zat_b14_stalker_) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(artefact_hunter) =npc_in_zone(zat_a2_sr_noweap)} true prior = 90 [logic@zat_a2_animp_18] active = animpoint@zat_a2_animp_18 suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(stalker_raider) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(zat_b14_stalker_) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(artefact_hunter) =npc_in_zone(zat_a2_sr_noweap)} true prior = 90 [logic@zat_a2_animp_19] active = animpoint@zat_a2_animp_19 suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(stalker_raider) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(zat_b14_stalker_) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(artefact_hunter) =npc_in_zone(zat_a2_sr_noweap)} true prior = 100 [logic@zat_a2_animp_20] active = animpoint@zat_a2_animp_20 suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(stalker_raider) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(zat_b14_stalker_) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(artefact_hunter) =npc_in_zone(zat_a2_sr_noweap)} true prior = 100 [logic@zat_a2_animp_21] active = animpoint@zat_a2_animp_21 suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(stalker_raider) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(zat_b14_stalker_) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(artefact_hunter) =npc_in_zone(zat_a2_sr_noweap)} true prior = 105 [logic@zat_a2_animp_22] active = animpoint@zat_a2_animp_22 suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(stalker_raider) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(zat_b14_stalker_) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(artefact_hunter) =npc_in_zone(zat_a2_sr_noweap)} true prior = 100 [meet@zat_a2_animpoint_meet] close_anim = nil close_victim = nil far_anim = nil far_victim = nil close_distance = 0 far_distance = 0 use = {=actor_enemy} false, {=dist_to_actor_le(3)} true, false snd_on_use = {!dist_to_actor_le(3)} nil meet_on_talking = false [animpoint@zat_a2_animp_gen] reach_movement = walk_noweap use_camp = true meet = meet@zat_a2_animpoint_meet combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true out_restr = zat_a2_sr_noweap gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [animpoint@zat_a2_animp_gen_reach]:animpoint@zat_a2_animp_gen combat_ignore_keep_when_attacked = false invulnerable = false [animpoint@guarder_4]:animpoint@zat_a2_animp_gen cover_name = zat_a2_sc_guarder_4 on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@guarder_4_reached [animpoint@guarder_5]:animpoint@zat_a2_animp_gen cover_name = zat_a2_sc_guarder_5 meet = no_meet use_camp = false on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@guarder_5_reached [animpoint@guarder_6]:animpoint@zat_a2_animp_gen cover_name = zat_a2_sc_guarder_6 meet = no_meet use_camp = false on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@guarder_6_reached [animpoint@zat_a2_animp_1]:animpoint@zat_a2_animp_gen_reach cover_name = zat_a2_animpoint_1 on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@zat_a2_animp_1_reached [animpoint@zat_a2_animp_2]:animpoint@zat_a2_animp_gen_reach cover_name = zat_a2_animpoint_2 on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@zat_a2_animp_2_reached [animpoint@zat_a2_animp_3]:animpoint@zat_a2_animp_gen_reach cover_name = zat_a2_animpoint_3 on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@zat_a2_animp_3_reached [animpoint@zat_a2_animp_4]:animpoint@zat_a2_animp_gen_reach cover_name = zat_a2_animpoint_4 on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@zat_a2_animp_4_reached [animpoint@zat_a2_animp_5]:animpoint@zat_a2_animp_gen_reach cover_name = zat_a2_animpoint_5 on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@zat_a2_animp_5_reached [animpoint@zat_a2_animp_6]:animpoint@zat_a2_animp_gen_reach cover_name = zat_a2_animpoint_6 on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@zat_a2_animp_6_reached [animpoint@zat_a2_animp_7]:animpoint@zat_a2_animp_gen_reach cover_name = zat_a2_animpoint_7 on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@zat_a2_animp_7_reached [animpoint@zat_a2_animp_8]:animpoint@zat_a2_animp_gen_reach cover_name = zat_a2_animpoint_8 on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@zat_a2_animp_8_reached [animpoint@zat_a2_animp_9]:animpoint@zat_a2_animp_gen_reach cover_name = zat_a2_animpoint_9 on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@zat_a2_animp_9_reached [animpoint@zat_a2_animp_10]:animpoint@zat_a2_animp_gen_reach cover_name = zat_a2_animpoint_10 on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@zat_a2_animp_10_reached [animpoint@zat_a2_animp_11]:animpoint@zat_a2_animp_gen_reach cover_name = zat_a2_animpoint_11 on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@zat_a2_animp_11_reached [animpoint@zat_a2_animp_12]:animpoint@zat_a2_animp_gen_reach cover_name = zat_a2_animpoint_12 on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@zat_a2_animp_12_reached [animpoint@zat_a2_animp_13]:animpoint@zat_a2_animp_gen_reach cover_name = zat_a2_animpoint_13 on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@zat_a2_animp_13_reached [animpoint@zat_a2_animp_14]:animpoint@zat_a2_animp_gen_reach cover_name = zat_a2_animpoint_14 on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@zat_a2_animp_14_reached [animpoint@zat_a2_animp_15]:animpoint@zat_a2_animp_gen_reach cover_name = zat_a2_animpoint_15 on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@zat_a2_animp_15_reached [animpoint@zat_a2_animp_16]:animpoint@zat_a2_animp_gen_reach cover_name = zat_a2_animpoint_16 on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@zat_a2_animp_16_reached [animpoint@zat_a2_animp_17]:animpoint@zat_a2_animp_gen_reach cover_name = zat_a2_animpoint_17 on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@zat_a2_animp_17_reached [animpoint@zat_a2_animp_18]:animpoint@zat_a2_animp_gen_reach cover_name = zat_a2_animpoint_18 on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@zat_a2_animp_18_reached [animpoint@zat_a2_animp_19]:animpoint@zat_a2_animp_gen_reach cover_name = zat_a2_animpoint_19 on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@zat_a2_animp_19_reached [animpoint@zat_a2_animp_20]:animpoint@zat_a2_animp_gen_reach cover_name = zat_a2_animpoint_20 on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@zat_a2_animp_20_reached [animpoint@zat_a2_animp_21]:animpoint@zat_a2_animp_gen_reach cover_name = zat_a2_animpoint_21 on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@zat_a2_animp_21_reached [animpoint@zat_a2_animp_22]:animpoint@zat_a2_animp_gen_reach cover_name = zat_a2_animpoint_22 on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@zat_a2_animp_22_reached [animpoint@guarder_4_reached]:animpoint@zat_a2_animp_gen cover_name = zat_a2_sc_guarder_4 [animpoint@guarder_5_reached]:animpoint@zat_a2_animp_gen cover_name = zat_a2_sc_guarder_5 meet = no_meet use_camp = false [animpoint@guarder_6_reached]:animpoint@zat_a2_animp_gen cover_name = zat_a2_sc_guarder_6 meet = no_meet use_camp = false [animpoint@zat_a2_animp_1_reached]:animpoint@zat_a2_animp_gen cover_name = zat_a2_animpoint_1 [animpoint@zat_a2_animp_2_reached]:animpoint@zat_a2_animp_gen cover_name = zat_a2_animpoint_2 [animpoint@zat_a2_animp_3_reached]:animpoint@zat_a2_animp_gen cover_name = zat_a2_animpoint_3 [animpoint@zat_a2_animp_4_reached]:animpoint@zat_a2_animp_gen cover_name = zat_a2_animpoint_4 [animpoint@zat_a2_animp_5_reached]:animpoint@zat_a2_animp_gen cover_name = zat_a2_animpoint_5 [animpoint@zat_a2_animp_6_reached]:animpoint@zat_a2_animp_gen cover_name = zat_a2_animpoint_6 [animpoint@zat_a2_animp_7_reached]:animpoint@zat_a2_animp_gen cover_name = zat_a2_animpoint_7 [animpoint@zat_a2_animp_8_reached]:animpoint@zat_a2_animp_gen cover_name = zat_a2_animpoint_8 [animpoint@zat_a2_animp_9_reached]:animpoint@zat_a2_animp_gen cover_name = zat_a2_animpoint_9 [animpoint@zat_a2_animp_10_reached]:animpoint@zat_a2_animp_gen cover_name = zat_a2_animpoint_10 [animpoint@zat_a2_animp_11_reached]:animpoint@zat_a2_animp_gen cover_name = zat_a2_animpoint_11 [animpoint@zat_a2_animp_12_reached]:animpoint@zat_a2_animp_gen cover_name = zat_a2_animpoint_12 [animpoint@zat_a2_animp_13_reached]:animpoint@zat_a2_animp_gen cover_name = zat_a2_animpoint_13 [animpoint@zat_a2_animp_14_reached]:animpoint@zat_a2_animp_gen cover_name = zat_a2_animpoint_14 [animpoint@zat_a2_animp_15_reached]:animpoint@zat_a2_animp_gen cover_name = zat_a2_animpoint_15 [animpoint@zat_a2_animp_16_reached]:animpoint@zat_a2_animp_gen cover_name = zat_a2_animpoint_16 [animpoint@zat_a2_animp_17_reached]:animpoint@zat_a2_animp_gen cover_name = zat_a2_animpoint_17 [animpoint@zat_a2_animp_18_reached]:animpoint@zat_a2_animp_gen cover_name = zat_a2_animpoint_18 [animpoint@zat_a2_animp_19_reached]:animpoint@zat_a2_animp_gen cover_name = zat_a2_animpoint_19 [animpoint@zat_a2_animp_20_reached]:animpoint@zat_a2_animp_gen cover_name = zat_a2_animpoint_20 [animpoint@zat_a2_animp_21_reached]:animpoint@zat_a2_animp_gen cover_name = zat_a2_animpoint_21 [animpoint@zat_a2_animp_22_reached]:animpoint@zat_a2_animp_gen cover_name = zat_a2_animpoint_22