[logic@b14_stalker_1] suitable = {=check_npc_name(zat_b14_stalker_1)} true prior = 200 active = walker@go on_hit = hit on_death = death post_combat_time = 0, 0 [death] on_info = {!killed_by_actor} %+zat_b14_stalker_death =stop_sound%, {=killed_by_actor =squad_exist(zat_b14_stalkers)} %+zat_b14_stalker_killed_by_actor =set_squad_enemy_to_actor(zat_b14_stalkers) =stop_sound%, %=stop_sound% [hit] ;Если игрок имеет артефакт, кричим, чтобы отдал on_info = {=hit_by_actor =actor_has_item(af_quest_b14_twisted) =is_alive} %=play_sound(zat_b14_robbery_kill_actor_snd) +zat_b14_actor_enemy% [walker@go] ;Ждем игрока path_walk = zat_b14_stalker_1_walk_1 path_look = zat_b14_stalker_1_look_1 on_actor_dist_le_nvis = 5 | {!actor_in_zone(zat_b14_not_give_item_zone)} remark@ready def_state_moving = run def_state_standing = wait_na show_spot = {!actor_enemy} false, true combat_igrore_cond = true danger = danger_condition@go meet = no_meet wounded = wounded ;group = 14 [danger_condition@go] ignore_distance = 0 ignore_distance_grenade = 0 ignore_distance_corpse = 0 ignore_distance_hit = 0 ignore_distance_sound = 0 [remark@ready] ;Поймали игрока anim = wait_na target = story | actor meet = meet@story on_info = {+zat_b14_dialog_done +zat_b14_give_item_stalker} walker@item %+zat_b14_stalkers_bandits_free% on_info2 = {+zat_b14_not_give_item_stalker} animpoint@offence %=play_sound(zat_b14_scene_1_stalker_offended)% in_restr = zat_b14_not_give_item_zone combat_ignore_cond = {!actor_enemy} true wounded = wounded danger = danger_condition@go [meet@story] ;Диалог - дай артефакт! close_anim = nil close_snd_hello = nil close_snd_bye = nil close_victim = actor use = {!actor_enemy} self trade_enable = false allow_break = false meet_dialog = zat_b14_stalker_start ;Дали артефакт [walker@item] ;Отдали артефакт path_walk = zat_b14_stalker_1_sprint_1 def_state_moving1 = run on_game_timer = 30 | walker@item_sprint_1 combat_ignore_cond = true wounded = wounded meet = no_meet [walker@item_sprint_1] path_walk = zat_b14_stalker_1_sprint_1 def_state_moving1 = sprint on_signal = path_end | walker@item_sprint_2 combat_ignore_cond = true wounded = wounded meet = no_meet [walker@item_sprint_2] path_walk = zat_b14_stalker_1_sprint_2 def_state_moving1 = sprint on_signal = path_end | walker@item_sprint_3 combat_ignore_cond = true wounded = wounded meet = no_meet [walker@item_sprint_3] path_walk = zat_b14_stalker_1_sprint_3 def_state_moving1 = sprint on_signal = path_end | walker@item_2 combat_ignore_cond = true wounded = wounded meet = no_meet [walker@item_2] ;Отдали артефакт path_walk = zat_b14_stalker_1_walk_3 path_look = zat_b14_stalker_1_look_3 def_state_moving1 = sprint on_info = {=npc_in_zone(zat_a2_sr_noweap) =check_smart_alarm_status(zat_stalker_base_smart:normal)} walker@item_3 on_info2 = {=npc_in_zone(zat_a2_sr_noweap) =actor_in_zone(zat_a2_sr_noweap) =actor_enemy !check_smart_alarm_status(zat_stalker_base_smart:normal)} walker@fight_2 combat_ignore_cond = true wounded = wounded meet = no_meet out_restr = zat_a2_sr_noweap [walker@item_3] ; Заходим в корабль path_walk = zat_b14_stalker_1_walk_4 path_look = zat_b14_stalker_1_look_4 def_state_moving1 = run on_info = {!npc_in_zone(zat_surge_hide_a2) !check_smart_alarm_status(zat_stalker_base_smart:normal)} walker@item_2 on_info2 ={=npc_in_zone(zat_surge_hide_a2)} walker@item_4 on_info3 = {=npc_in_zone(zat_a2_sr_noweap) !npc_in_zone(zat_surge_hide_a2) =actor_in_zone(zat_a2_sr_noweap) =actor_enemy !check_smart_alarm_status(zat_stalker_base_smart:normal)} walker@fight_2 combat_ignore_cond = true wounded = wounded meet = no_meet out_restr = zat_a2_sr_noweap [walker@item_4] ; Подходим к стойке path_walk = zat_b14_stalker_1_walk_4 path_look = zat_b14_stalker_1_look_4 combat_ignore_cond = true def_state_moving1 = walk on_info ={=npc_in_zone(zat_b14_bar_zone)} %+zat_b14_stalker_change_smart% meet = no_meet out_restr = zat_a2_sr_noweap ;Не дали артефакт [walker@no_item] ;Игрок не дал артефакт, обиделись path_walk = zat_b14_stalker_1_walk_2 path_look = zat_b14_stalker_1_look_2 on_signal = zat_b14_stalker_sit | animpoint@offence on_info = {=actor_in_zone(zat_b14_robbery_start)} walker@prerobbery %+zat_b14_stalker_robbery% in_restr = zat_b14_not_give_item_zone danger = danger_condition@go combat_ignore_cond = {!actor_enemy} true wounded = wounded meet = no_meet [animpoint@offence] cover_name = zat_b14_stalker_1_anim avail_animations = zat_b14_stay_wall use_camp = false on_info = {+zat_b14_give_item_stalker} walker@item %+zat_b14_stalkers_bandits_free% on_info2 = {=actor_in_zone(zat_b14_robbery_start)} walker@prerobbery %+zat_b14_stalker_robbery% in_restr = zat_b14_not_give_item_zone danger = danger_condition@go combat_ignore_cond = {!actor_enemy} true wounded = wounded meet = meet@stand [meet@stand] ;Последний шанс игрока отдать артефакт close_distance = 1 far_distance = 1 close_anim = nil far_anim = nil meet_dialog = {-zat_b14_dialog_last_chance_done} zat_b14_stalker_start_last_chance, zat_b14_stalker_start_last_chance_end use = true trade_enable = false ;Грабим игрока [walker@prerobbery] ;Ограбление path_walk = zat_b14_stalker_1_walk_1 path_look = zat_b14_stalker_1_look_1_1 on_signal = end | remark@robbery in_restr = zat_b14_not_give_item_zone combat_ignore_cond = {!actor_enemy} true danger = danger_condition@go wounded = wounded meet = no_meet [remark@robbery] ;Ограбление target = story | actor anim = threat_na snd_anim_sync = true on_info = {+zat_b14_robbery_nowpn_actor +zat_b14_stalker_robbery_cutscene_start} companion@robbery in_restr = zat_b14_not_give_item_zone combat_ignore_cond = {!actor_enemy} true danger = danger_condition@go wounded = wounded meet = no_meet [companion@robbery] ;Бежим грабить on_actor_dist_le_nvis = 2 | remark@robbery_artefact meet = no_meet in_restr = zat_b14_not_give_item_zone wounded = wounded combat_ignore_cond = {!actor_enemy} true danger = danger_condition@go [remark@robbery_artefact] ;Диалог ограбления target = story | actor anim = threat_na snd_anim_sync = true meet = meet@robbery on_info = {+zat_b14_robbery_give_artefact} walker@item on_info2 = {+zat_b14_robbery_not_give_artefact} remark@punch in_restr = zat_b14_not_give_item_zone wounded = wounded combat_ignore_cond = {!actor_enemy} true danger = danger_condition@go [remark@punch] ;Удар по морде и еще словесный плевок в морду target = story | actor anim = punch on_timer = 1000 | {-zat_b14_robbery_punch_play_sound} walker@fight %=actor_punch =hit_npc_from_actor(zat_b14_stalker_1) =play_sound(zat_b14_robbery_punch) +zat_b14_robbery_punch_play_sound% meet = no_meet wounded = wounded combat_ignore_cond = {!actor_enemy} true danger = danger_condition@go [meet@robbery] close_distance = 2 close_anim = threat_na close_victim = actor use = {!actor_enemy} self trade_enable = false allow_break = false meet_dialog = zat_b14_stalker_robbery [wounded] ;Не должен быть раненым 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 ;Бой [walker@fight] ;В бой! path_walk = zat_b14_stalker_1_walk_2 path_look = zat_b14_stalker_1_look_2 in_restr = zat_b14_not_give_item_zone wounded = wounded meet = no_meet [walker@fight_2] ;В бой! path_walk = zat_b14_stalker_1_walk_3 path_look = zat_b14_stalker_1_look_3 wounded = wounded meet = no_meet