[logic@zat_b5_stalker_commander] active = walker suitable = {-zat_b5_task_end -zat_b7_stalker_victim_leader_alive =check_npc_name(zat_b5_stalker_commander)} true, {-zat_b5_task_end +zat_b7_stalker_victim_leader_alive =check_npc_name(zat_b5_stalker_commander_b7)} true, { -zat_b5_task_end =target_squad_name(zat_b5_stalkers_squad) !is_alive(zat_b5_stalker_commander_id) !is_alive(zat_b5_stalker_commander_b7_id) =is_squad_commander} true prior = 200 post_combat_time = 0,0 on_death = death on_hit = hit [walker] path_walk = zat_b5_stalker_commander_1_walk path_look = zat_b5_stalker_commander_1_look ;out_restr = zat_b5_dolg_trader_1_defence def_state_moving = assault meet = no_meet on_info = {+zat_b5_actor_with_bandits} walker@start_work_bandit %=actor_enemy% on_info2 = {+zat_b5_actor_with_dealer} walker@start_work_bandit %=actor_enemy% ;walker@start_work_dealer %=actor_enemy% on_info3 = {+zat_b5_actor_with_stalkers} walker@start_work_stalker combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer)} true, {=check_enemy_name(actor)} true, {=check_enemy_name(zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true danger = danger wounded = wounded gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false ;----------------------за бандитов------------------------ [walker@start_work_bandit] path_walk = zat_b5_stalker_commander_b_1_walk path_look = zat_b5_stalker_commander_b_1_look ;out_restr = zat_b5_dolg_trader_1_defence def_state_moving = sneak_run on_info = {+zat_b5_actor_bandit_go_to_trader} walker@start_bandit_2 %=actor_enemy% on_info2 = {+zat_b5_meat} walker@fight_bandit ;{=actor_see_npc =see_actor} walker@fight_bandit %+zat_b5_meat%, meet = no_meet combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer)} true, {=check_enemy_name(actor)} true, {=check_enemy_name(zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true danger = danger wounded = wounded gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@start_bandit_2] path_walk = zat_b5_stalker_commander_b_2_walk path_look = zat_b5_stalker_commander_b_2_look ;out_restr = zat_b5_dolg_trader_1_defence def_state_moving = sneak_run on_signal = com_walk_2 | walker@start_bandit_3 on_info = {+zat_b5_meat} walker@fight_bandit ;{=actor_see_npc =see_actor} walker@fight_bandit %+zat_b5_meat%, meet = no_meet combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer)} true, {=check_enemy_name(actor)} true, {=check_enemy_name(zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true danger = danger wounded = wounded gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@start_bandit_3] path_walk = zat_b5_stalker_commander_b_3_walk path_look = zat_b5_stalker_commander_b_3_look ;out_restr = zat_b5_dolg_trader_1_defence def_state_moving = sneak_run on_info = {+zat_b5_dealer_speak_2_done} walker@start_bandit_4 %+zat_b5_stalker_attack_dealer% on_info2 = {+zat_b5_meat} walker@fight_bandit ;{=actor_see_npc =see_actor} walker@fight_bandit %+zat_b5_meat%, meet = no_meet combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer)} true, {=check_enemy_name(actor)} true, {=check_enemy_name(zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true danger = danger wounded = wounded gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@start_bandit_4] path_walk = zat_b5_stalker_commander_b_4_walk path_look = zat_b5_stalker_commander_b_4_look ;out_restr = zat_b5_dolg_trader_1_defence def_state_moving = sneak_run ;on_signal = com_walk_4 | walker@fight on_info = {+zat_b5_meat} walker@fight on_actor_dist_le_nvis = 5 | walker@fight_bandit meet = no_meet combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer)} true, {=check_enemy_name(actor)} true, {=check_enemy_name(zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true danger = danger wounded = wounded gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@fight_bandit] path_walk = zat_b5_stalker_commander_fight_1_walk path_look = zat_b5_stalker_commander_fight_1_look out_restr = zat_b5_smart_terrain_attack def_state_moving = patrol meet = no_meet wounded = wounded gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false on_info = {+zat_b5_dealer_speak_2_done -zat_b5_stalker_attack_dealer} %+zat_b5_stalker_attack_dealer% combat_ignore_cond = {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true [camper@fight] path_walk = zat_b5_stalker_commander_camper_1_walk path_look = zat_b5_stalker_commander_camper_1_look out_restr = zat_b5_smart_terrain_attack on_signal = com_cam_end | walker@fight on_game_timer = 100 | walker@fight radius = 5 no_retreat = true meet = no_meet wounded = wounded ;gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false combat_ignore_cond = {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true [walker@fight] path_walk = zat_b5_stalker_commander_fight_1_walk path_look = zat_b5_stalker_commander_fight_1_look out_restr = zat_b5_smart_terrain_attack def_state_moving = patrol meet = no_meet wounded = wounded ;gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false combat_ignore_cond = {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true ;------------------за сталкеров ждет актера--------------------------------------------------- [walker@start_work_stalker] path_walk = zat_b5_stalker_commander_1_walk path_look = zat_b5_stalker_commander_1_look out_restr = zat_b5_stalkers_start_out_restr on_signal = point | walker@start_work_stalker_prec def_state_moving = assault meet = meet combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer)} true, {=check_enemy_name(zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true danger = danger wounded = wounded gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@start_work_stalker_prec] path_walk = zat_b5_stalker_commander_1_walk path_look = zat_b5_stalker_commander_1_look out_restr = zat_b5_stalkers_start_out_restr def_state_moving = assault meet = meet on_actor_dist_le_nvis = 15 | remark@look_player ;on_info = {+zat_b5_meat} walker@fight_stalker combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer)} true, {=check_enemy_name(zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true danger = danger wounded = wounded gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [remark@look_player] anim = guard_na target = story | actor meet = meet on_info = {+zat_b5_actor_stalker_go_to_trader} remark@say_actor ;on_info2 = {+zat_b5_meat} walker@fight_stalker combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer)} true, {=check_enemy_name(zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true wounded = wounded gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [remark@say_actor] anim = guard_na target = story | actor meet = no_meet on_info = %=play_sound(zat_b5_stalkers_watch_out_sentry)% on_signal = sound_end | walker@go_to_position_1 on_info2 = {+zat_b5_meat} walker@fight_stalker combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer)} true, {=check_enemy_name(zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true wounded = wounded gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@go_to_position_1] path_walk = zat_b5_stalker_commander_1_walk path_look = zat_b5_stalker_commander_1_look out_restr = zat_b5_stalkers_start_out_restr def_state_moving = assault def_state_standing = guard_na on_game_timer = 20 | walker@go_to_position_2 on_info = {+zat_b5_meat} walker@fight_stalker meet = no_meet combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer)} true, {=check_enemy_name(zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true danger = danger wounded = wounded gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false ;----------------крадутся к дому----------------------- [walker@go_to_position_2] path_walk = zat_b5_stalker_commander_2_walk path_look = zat_b5_stalker_commander_2_look ;out_restr = zat_b5_dolg_trader_1_defence def_state_moving = assault on_signal = com_walk_2 | walker@go_to_position_3 on_info = {+zat_b5_meat} walker@fight_stalker meet = no_meet combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer)} true, {=check_enemy_name(zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true danger = danger wounded = wounded gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@go_to_position_3] path_walk = zat_b5_stalker_commander_3_walk path_look = zat_b5_stalker_commander_3_look ;out_restr = zat_b5_dolg_trader_1_defence def_state_moving = sneak_run on_signal = com_walk_3 | walker@go_to_position_4 on_info = {+zat_b5_meat} walker@fight_stalker meet = no_meet combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer)} true, {=check_enemy_name(zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true danger = danger wounded = wounded gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@go_to_position_4] path_walk = zat_b5_stalker_commander_4_walk path_look = zat_b5_stalker_commander_4_look ;out_restr = zat_b5_dolg_trader_1_defence def_state_moving = sneak_run on_signal = com_walk_4 | walker@im_in_position on_info = {+zat_b5_meat} walker@fight_stalker meet = no_meet combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer)} true, {=check_enemy_name(zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true danger = danger wounded = wounded gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@im_in_position] path_walk = zat_b5_stalker_commander_4_walk path_look = zat_b5_stalker_commander_4_look ;out_restr = zat_b5_dolg_trader_1_defence def_state_moving = sneak_run on_info = {+zat_b5_meat} walker@fight_stalker on_info2 = {+zat_b5_dealer_speak_2_done} remark@attack_dealer meet = no_meet combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer)} true, {=check_enemy_name(zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true danger = danger wounded = wounded gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [remark@attack_dealer] anim = hide target = story | actor meet = no_meet on_info = %=play_sound(zat_b5_stalkers_all_clear_go)% on_signal = sound_end | walker@fight_stalker %+zat_b5_stalker_attack_dealer% on_info2 = {+zat_b5_meat} camper@fight_stalker ;walker@fight_stalker combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer)} true, {=check_enemy_name(zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true wounded = wounded gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [camper@fight_stalker] path_walk = zat_b5_stalker_commander_camper_1_walk path_look = zat_b5_stalker_commander_camper_1_look out_restr = zat_b5_smart_terrain_attack on_signal = com_cam_end | walker@fight_stalker on_game_timer = 100 | walker@fight_stalker def_state_moving1 = sneak_run def_state_moving_fire = sneak_fire radius = 5 no_retreat = true meet = no_meet wounded = wounded gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false combat_ignore_cond = {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true [walker@fight_stalker] path_walk = zat_b5_stalker_commander_fight_1_walk path_look = zat_b5_stalker_commander_fight_1_look out_restr = zat_b5_smart_terrain_attack meet = no_meet on_info = {+zat_b5_actor_help_stalkers} walker@after_fight_stalker ;on_info2 = {-zat_b5_meat} %+zat_b5_meat% wounded = wounded ;gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false combat_ignore_cond = {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true [walker@after_fight_stalker] path_walk = walker_7_walk path_look = walker_7_look out_restr = zat_b5_smart_terrain_attack meet = meet wounded = wounded gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false combat_ignore_cond = {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true ;-----------------за торговца------------------------------- [walker@start_work_dealer] path_walk = zat_b5_stalker_commander_1_walk path_look = zat_b5_stalker_commander_1_look ;out_restr = zat_b5_dolg_trader_1_defence def_state_moving = assault meet = no_meet on_info = {+zat_b5_actor_bandit_go_to_trader} walker@dealer_go_to_position_1 on_info2 = {=actor_see_npc =see_actor} walker@fight_dealer %+zat_b5_meat%, {+zat_b5_meat} walker@fight_dealer combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer)} true, {=check_enemy_name(zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true danger = danger wounded = wounded gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@dealer_go_to_position_1] path_walk = zat_b5_stalker_commander_1_walk path_look = zat_b5_stalker_commander_1_look ;out_restr = zat_b5_dolg_trader_1_defence def_state_moving = assault on_game_timer = 10 | walker@dealer_go_to_position_2 on_info = {+zat_b5_meat} walker@fight_dealer meet = no_meet combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer)} true, {=check_enemy_name(zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true danger = danger wounded = wounded gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@dealer_go_to_position_2] path_walk = zat_b5_stalker_commander_2_walk path_look = zat_b5_stalker_commander_2_look ;out_restr = zat_b5_dolg_trader_1_defence def_state_moving = assault on_signal = com_walk_2 | walker@dealer_go_to_position_3 on_info = {+zat_b5_meat} walker@fight_dealer meet = no_meet combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer)} true, {=check_enemy_name(zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true danger = danger wounded = wounded gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@dealer_go_to_position_3] path_walk = zat_b5_stalker_commander_3_walk path_look = zat_b5_stalker_commander_3_look ;out_restr = zat_b5_dolg_trader_1_defence def_state_moving = assault on_signal = com_walk_3 | walker@dealer_go_to_position_4 on_info = {+zat_b5_meat} walker@fight_dealer meet = no_meet combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer)} true, {=check_enemy_name(zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true danger = danger wounded = wounded gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@dealer_go_to_position_4] path_walk = zat_b5_stalker_commander_4_walk path_look = zat_b5_stalker_commander_4_look ;out_restr = zat_b5_dolg_trader_1_defence def_state_moving = assault on_signal = com_walk_4 | walker@dealer_im_in_position on_info = {+zat_b5_meat} walker@fight_dealer meet = no_meet combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer)} true, {=check_enemy_name(zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true danger = danger wounded = wounded gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@dealer_im_in_position] path_walk = zat_b5_stalker_commander_4_walk path_look = zat_b5_stalker_commander_4_look ;out_restr = zat_b5_dolg_trader_1_defence def_state_moving = sneak_run on_info = {+zat_b5_meat} walker@fight_dealer on_info2 = {+zat_b5_dealer_speak_2_done} walker@dealer_go_to_fire_position %+zat_b5_stalker_attack_dealer% meet = no_meet combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer)} true, {=check_enemy_name(zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true danger = danger wounded = wounded gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@dealer_go_to_fire_position] path_walk = zat_b5_stalker_commander_5_walk path_look = zat_b5_stalker_commander_5_look ;out_restr = zat_b5_dolg_trader_1_defence def_state_moving = sneak_run on_signal = com_walk_5 | camper@fight_dealer on_info = {+zat_b5_meat} walker@fight_dealer meet = no_meet combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer)} true, {=check_enemy_name(zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true danger = danger wounded = wounded gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [camper@fight_dealer] path_walk = zat_b5_stalker_commander_camper_1_walk path_look = zat_b5_stalker_commander_camper_1_look on_signal = com_cam_end | walker@fight_dealer on_game_timer = 100 | walker@fight_dealer radius = 5 no_retreat = true meet = no_meet wounded = wounded gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false out_restr = zat_b5_smart_terrain_attack combat_ignore_cond = {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true [walker@fight_dealer] path_walk = zat_b5_stalker_commander_fight_1_walk path_look = zat_b5_stalker_commander_fight_1_look out_restr = zat_b5_smart_terrain_attack meet = no_meet wounded = wounded ;gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false combat_ignore_cond = {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true [meet] close_distance = 5 close_anim = guard_na close_victim = actor use = {=actor_has_weapon} false, true abuse = true trade_enable = false allow_break = false meet_dialog = {-zat_b5_actor_help_stalkers_pric} zat_b5_stalker_commander_dialog snd_on_use = {=actor_has_weapon} meet_hide_weapon, nil [wounded] 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 [danger] ignore_distance = 0 [hit] on_info = {=hit_by_actor -zat_b5_stalker_hit} %+zat_b5_stalker_hit +zat_b5_meat%, {-zat_b5_meat +zat_b5_actor_stalker_go_to_trader} %+zat_b5_meat% [death] on_info = %=inc_counter(stalker_death) +zat_b5_stalker_leader_dead%