[logic@b14_stalker_3] suitable = {=check_npc_name(zat_b14_stalker_3) -zat_b14_stalkers_bandits_free} true prior = 100 active = walker@stand on_hit = hit on_death = death post_combat_time = 0, 0 [death] on_info = {=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% on_info2 = {=actor_enemy -zat_b14_stop_sound} walker@fight %+zat_b14_stop_sound =stop_sound% [walker@stand] ;Прячемся и ждем path_walk = zat_b14_stalker_2_walk_1 path_look = zat_b14_stalker_2_look_1 on_info = {+zat_b14_stalker_robbery_cutscene_start} walker@go_robbery in_restr = zat_b14_not_give_item_zone combat_ignore_cond = {!actor_enemy} true show_spot = {!actor_enemy} false, true meet = no_meet ;group = 14 [walker@go_robbery] ;Идем грабить def_state_moving1 = assault path_walk = zat_b14_stalker_2_walk_2 path_look = zat_b14_stalker_2_look_2 on_info = {+zat_b14_stalker_robbery_cutscene_end} remark@robbery in_restr = zat_b14_not_give_item_zone meet = no_meet [remark@robbery] ;Останавливаем игрока target = story | actor anim = threat_na snd_anim_sync = true on_signal = sound_end | remark@wait on_info = %=play_sound(zat_b14_robbery_stop_snd)% on_info2 = {!actor_in_zone(zat_b14_robbery_start)} walker@fight %=set_squad_enemy_to_actor(zat_b14_stalkers)% on_info3 = {=actor_enemy -zat_b14_stop_sound} walker@fight %+zat_b14_stop_sound =stop_sound% in_restr = zat_b14_not_give_item_zone meet = no_meet [remark@wait] ;Ждем пока уберет ствол target = story | actor anim = threat_na on_info = {=actor_nomove_nowpn()} %=play_sound(zat_b14_robbery_stand_still_snd)% on_info2 = {!actor_in_zone(zat_b14_robbery_start)} walker@fight %=set_squad_enemy_to_actor(zat_b14_stalkers)% on_info3 = {=actor_enemy -zat_b14_stop_sound} walker@fight %+zat_b14_stop_sound =stop_sound% snd_anim_sync = true on_signal = sound_end | remark@wait_again %+zat_b14_robbery_nowpn_actor% in_restr = zat_b14_not_give_item_zone meet = no_meet [remark@wait_again] ;Смотрим, как главный отбирает артефакт target = story | actor anim = threat_na snd_anim_sync = true on_info = {+zat_b14_robbery_give_artefact} remark@guard_backoff %=set_counter(zat_b14_reaction:0)% on_info2 = {!actor_in_zone(zat_b14_robbery_start)} walker@fight %=set_squad_enemy_to_actor(zat_b14_stalkers)% on_info3 = {!actor_nomove_nowpn()} walker@fight %=set_squad_enemy_to_actor(zat_b14_stalkers)% on_info4 = {=actor_enemy -zat_b14_stop_sound} walker@fight %+zat_b14_stop_sound =stop_sound% in_restr = zat_b14_not_give_item_zone meet = no_meet ;Ограбили и посылаем игрока. [remark@guard_backoff] ;Ограбили, кричим на игрока target = story | actor anim = threat_na snd_anim_sync = true on_info = {=counter_equal(zat_b14_reaction:3)} walker@fight %=play_sound(zat_b14_robbery_kill_actor_snd) =set_squad_enemy_to_actor(zat_b14_stalkers)%, {=dist_to_actor_ge(120)} %+zat_b14_stalkers_bandits_free%, {=dist_to_actor_le(35)} %=play_sound(zat_b14_robbery_after_pay_snd)% on_info2 = {=actor_in_zone(zat_b14_robbery_attack) -zat_b14_cover_st_1} walker@fight %=play_sound(zat_b14_robbery_kill_actor_snd) =set_squad_enemy_to_actor(zat_b14_stalkers)% on_signal = sound_end | remark@guard_wait %+zat_b14_cover_st_1% in_restr = zat_b14_not_give_item_zone meet = no_meet [remark@guard_wait] ;Ограбили, ждем пока игрок покинет судно target = story | actor anim = threat_na snd_anim_sync = true on_info = {=dist_to_actor_ge(100)} %+zat_b14_stalkers_bandits_free% on_game_timer = 20 | remark@guard_backoff %=inc_counter(zat_b14_reaction)% in_restr = zat_b14_not_give_item_zone meet = no_meet [walker@fight] ;В бой! path_walk = zat_b14_stalker_2_walk_1 path_look = zat_b14_stalker_2_look_1 in_restr = zat_b14_not_give_item_zone meet = no_meet out_restr = zat_b14_robbery_reaction