; general section [animpoint@zat_a2_stalker_snag] cover_name = zat_a2_sc_zat_b33_stalker_snag use_camp = false 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 on_info = {+zat_b52_nimble_clear} %=destroy_object(story:zat_b33_stalker_snag)% [meet@no_share] close_anim = nil close_victim = nil far_anim = nil far_victim = nil close_distance = 0 far_distance = 0 use = {=actor_enemy} false, {-zat_b33_stalker_snag_setup =dist_to_actor_le(2) =see_actor} self, {=see_actor} true, false allow_break = false trade_enable = false meet_on_talking = false [meet@tell_about_weapon] close_anim = nil far_anim = nil far_victim = nil close_distance = 0 far_distance = 0 close_victim = actor use = {!actor_enemy =see_actor} self, true allow_break = false meet_dialog = zat_b33_stalker_snag_b52_my_gun_dialog trade_enable = false meet_on_talking = false [meet@share] close_victim = actor use = {=actor_enemy} false, {=see_actor} true, false allow_break = false trade_enable = false [meet@my_weapon] close_anim = nil close_victim = nil far_anim = nil far_victim = nil close_snd_hello = zat_b33_stalker_snag_greeting_gun use = false allow_break = false trade_enable = false ; work section [logic@zat_b33_stalker_snag] active = animpoint@no_share suitable = {=check_npc_name(zat_b33_stalker_snag)} true prior = 200 [animpoint@no_share]:animpoint@zat_a2_stalker_snag meet = meet@no_share on_info2 = {+zat_b33_safe_container -zat_b33_task_gived -zat_b52_reputation_task_open} %+zat_b33_task_gived =give_task(zat_b33_zaporojec)% on_info3 = {+zat_b33_share_start} remark@share on_info4 = {+zat_b52_reputation_task_open =actor_has_active_nimble_weapon -zat_b33_stalker_snag_b52_my_gun_dialog_done =actor_in_zone(zat_b52_actor_restr)} animpoint@my_weapon on_info5 = {+zat_b33_refuse_task =actor_has_active_nimble_weapon -zat_b33_stalker_snag_b52_my_gun_dialog_done =actor_in_zone(zat_b52_actor_restr)} animpoint@my_weapon [animpoint@my_weapon]:animpoint@zat_a2_stalker_snag meet = meet@my_weapon on_info2 = {=dist_to_actor_le(5) =actor_in_zone(zat_b52_actor_restr) !talking} animpoint@tell_about_weapon on_info3 = {!actor_has_nimble_weapon} animpoint@no_share [animpoint@tell_about_weapon]:animpoint@zat_a2_stalker_snag meet = meet@tell_about_weapon on_info2 = {+zat_b33_stalker_snag_b52_my_gun_dialog_done} animpoint@no_share on_info3 = {!actor_in_zone(zat_b52_actor_restr)} animpoint@my_weapon on_info4 = {!actor_has_nimble_weapon} animpoint@no_share [remark@share] meet = meet@share on_info = {-zat_b33_share_start} animpoint@no_share on_info2 = {+zat_b52_nimble_clear} %=destroy_object(zat_b33_stalker_snag)% 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