[logic@zat_a2_stalker_mechanic] suitable = {=check_npc_name(zat_a2_stalker_mechanic)} prior = 200 active = animpoint@base can_select_weapon = false level_spot = mechanic [animpoint@base] cover_name = zat_a2_sc_tech reach_distance = 2 avail_animations = zat_b3_tech_idle use_camp = false out_restr = zat_a2_sr_noweap meet = meet on_info = {+zat_b3_tech_out =dist_to_actor_ge(20)} animpoint@sleep, {+zat_b3_tech_drinking +zat_b3_tech_out} animpoint@drinking %-zat_b3_tech_drinked_out%, {+zat_b3_tech_drinking +zat_b3_tech_have_couple_dose} animpoint@drinking %-zat_b3_tech_drinked_out%, {+zat_b3_tech_drinking +zat_b3_tech_have_one_dose} animpoint@drinking %-zat_b3_tech_drinked_out% on_info2 = {+zat_b3_tech_see_produce_62 -zat_b3_tech_has_awaken -zat_b3_tech_shocked} animpoint@shocked %-zat_b3_tech_waked_up +zat_b3_tech_shocked% on_info3 = {=dist_to_actor_ge(75)} %-zat_b3_mech_greetings%, {+zat_b3_tech_see_produce_62 =see_actor =dist_to_actor_le(3) -zat_b3_mech_greetings} %=play_sound(zat_b3_tech_drink_no_more) +zat_b3_mech_greetings%, {+zat_b3_tech_have_couple_dose +zat_b3_tech_discount_1 =see_actor =dist_to_actor_le(3) -zat_b3_mech_greetings} %=play_sound(zat_b3_tech_realy_drunk_discount) +zat_b3_mech_greetings%, {+zat_b3_tech_have_couple_dose -zat_b3_tech_discount_1 =see_actor =dist_to_actor_le(3) -zat_b3_mech_greetings} %=play_sound(zat_b3_tech_realy_drunk) +zat_b3_mech_greetings%, {+zat_b3_tech_have_one_dose +zat_b3_tech_discount_1 =see_actor =dist_to_actor_le(3) -zat_b3_mech_greetings} %=play_sound(zat_b3_tech_drunk_discount) +zat_b3_mech_greetings%, {+zat_b3_tech_have_one_dose -zat_b3_tech_discount_1 =see_actor =dist_to_actor_le(3) -zat_b3_mech_greetings} %=play_sound(zat_b3_tech_drunk) +zat_b3_mech_greetings%, {-zat_b3_tech_have_one_dose =see_actor =dist_to_actor_le(3) -zat_b3_mech_greetings} %=play_sound(zat_b3_tech_sober) +zat_b3_mech_greetings% on_info4 = {=dist_to_actor_ge(20)} %+zat_b3_tech_waked_up +zat_b3_tech_drinked_out% on_game_timer = 100 | %+zat_b3_tech_waked_up +zat_b3_tech_drinked_out% combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false on_info5 = {=npc_talking} animpoint@short_idle [animpoint@short_idle]:animpoint@base avail_animations = zat_b3_tech_idle_short on_actor_dist_ge_nvis = 10 | animpoint@base [meet] close_snd_hello = nil close_snd_bye = nil close_anim = nil close_victim = nil far_anim = nil far_victim = nil close_distance = 0 far_distance = 0 use = {+zat_b3_tech_waked_up +zat_b3_tech_drinked_out} true, false allow_break = false meet_dialog = {+zat_b3_tech_see_produce_62 -zat_a23_actor_has_access_card_to_testing_workshop} zat_b3_stalker_tech_produce_62_start meet_on_talking = false [animpoint@drinking] cover_name = zat_a2_sc_tech reach_distance = 2 avail_animations = zat_b3_tech_drink use_camp = false out_restr = zat_a2_sr_noweap on_game_timer = 37 | {-zat_b3_tech_take_dose +zat_b3_tech_out} %=play_sound(zat_b3_tech_take_third_dose) +zat_b3_tech_take_dose%, {-zat_b3_tech_take_dose +zat_b3_tech_have_couple_dose} %=play_sound(zat_b3_tech_take_second_dose) +zat_b3_tech_take_dose%, {-zat_b3_tech_take_dose +zat_b3_tech_have_one_dose} %=play_sound(zat_b3_tech_take_first_dose) +zat_b3_tech_take_dose% on_game_timer2 = 42 | {+zat_b3_tech_out} animpoint@sleep %-zat_b3_tech_drinking -zat_b3_tech_take_dose -zat_b3_tech_waked_up%, animpoint@base %-zat_b3_tech_drinking -zat_b3_tech_take_dose% meet = no_meet combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [animpoint@sleep] cover_name = zat_a2_sc_tech reach_distance = 2 avail_animations = zat_b3_tech_drunk use_camp = false on_game_timer = 220 | %+zat_a2_mech_sleep_sound% on_info = {-zat_b3_tech_out} animpoint@base %-zat_a2_mech_sleep_sound% on_info2 = {=dist_to_actor_ge(20)} %-zat_b3_mech_sleeping%, {=see_actor =dist_to_actor_le(4) -zat_b3_mech_sleeping +zat_a2_mech_sleep_sound} %=play_sound(zat_b3_tech_sleep_) +zat_b3_mech_sleeping% meet = meet@sleep out_restr = zat_a2_sr_noweap combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [meet@sleep] close_snd_hello = nil close_snd_bye = nil close_anim = nil close_victim = nil far_anim = nil far_victim = nil close_distance = 0 far_distance = 0 snd_on_use = zat_b3_tech_no_sleep_ abuse = false use = false meet_on_talking = false [animpoint@shocked] cover_name = zat_a2_sc_tech ;refuse reach_distance = 2 avail_animations = zat_b3_tech_surprise use_camp = false out_restr = zat_a2_sr_noweap on_game_timer = 20 | {-zat_b3_tech_see_produce_62_done} %=play_sound(zat_b3_tech_see_produce_62) +zat_b3_tech_see_produce_62_done% on_game_timer2 = 150 | {-zat_b3_tech_surprise_anim_end} %+zat_b3_tech_surprise_anim_end% target = story | actor on_info = {+zat_b3_tech_surprise_anim_end -zat_b3_tech_see_produce_62_quest} animpoint@sleep %+zat_b3_tech_out -zat_b3_tech_drinking +zat_b3_tech_see_produce_62_quest% meet = no_meet combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false