[logic@zat_b7_stalker_victim_sleeper_1] active = sleeper@sleeper_1 prior = 30 suitable = {=target_squad_name(zat_b7_stalkers_victims_1) -zat_b7_stalkers_victims_prepare} true, {+zat_b7_task_end} true [sleeper@sleeper_1] path_main = stalker_victim_sleeper_1 meet = no_meet [logic@zat_b7_stalker_victim_sleeper_2] active = sleeper@sleeper_2 prior = 30 suitable = {=target_squad_name(zat_b7_stalkers_victims_1) -zat_b7_stalkers_victims_prepare} true, {+zat_b7_task_end} true [sleeper@sleeper_2] path_main = stalker_victim_sleeper_2 meet = no_meet [logic@zat_b7_guard_walker] active = walker@zat_b7_guard_walker prior = 35 suitable = {=target_squad_name(zat_b7_stalkers_victims_1) -zat_b7_stalkers_victims_prepare} true, {+zat_b7_task_end} true [walker@zat_b7_guard_walker] path_walk = guard_walker_walk path_look = guard_walker_look def_state_moving = walk meet = no_meet [logic@zat_b7_stalker_victim_1] active = walker@start_1 prior = 200 suitable = {=is_alive(zat_b7_stalker_victim_1) =check_npc_name(zat_b7_stalker_victim_1)} true, {!is_alive(zat_b7_stalker_victim_1) =target_squad_name(zat_b7_stalkers_victims_1) =is_squad_commander} true [walker@start_1] path_walk = stalker_victim_leader_walk path_look = stalker_victim_leader_look def_state_standing = sit meet = meet@start_1 on_info = {+zat_b7_stalkers_raiders_attack +zat_b7_stalkers_victims_know_about_raid} camper@prepared_for_attack_1 %+zat_b7_stalkers_victims_prepare% on_info2 = {+zat_b7_actor_teleport +zat_b7_stalkers_victims_know_about_raid} camper@prepared_for_attack_1 %+zat_b7_stalkers_victims_prepare% [meet@start_1] meet_dialog = {+zat_b7_raider_plan} zat_b7_stalkers_victims_dialog close_snd_hello = {+zat_b7_actor_help_stalkers +zat_b7_actor_really_helped_stalkers -zat_b7_sound_play} zat_b7_stalker_after_ok %+zat_b7_sound_play%, {+zat_b7_actor_help_stalkers -zat_b7_actor_really_helped_stalkers -zat_b7_sound_play} zat_b7_stalker_after_bad %+zat_b7_sound_play%, {=actor_has_weapon} meet_hide_weapon, meet_hello close_snd_bye = nil close_distance = 5 close_anim = nil close_victim = nil far_distance = 10 trade_enable = false close_victim = actor use = {=is_wounded} false, {=actor_enemy} false, {=has_enemy} false, {+zat_b7_actor_robbed} false, true snd_on_use = nil [camper@prepared_for_attack_1] path_walk = stalker_victim_1_prepared_for_attack_walk path_look = stalker_victim_1_prepared_for_attack_look no_retreat = true meet = meet@start_1 def_state_campering = hide def_state_moving = sprint def_state_moving_fire = sneak_fire radius = 0 on_info = {+zat_b7_actor_help_stalkers} walker@end_1 on_info2 = {=is_squad_enemy_to_actor(zat_b7_stalkers_raiders) -zat_b7_attack_started} camper@attack_1_leader %+zat_b7_attack_started =play_sound(zat_b7_stalkers_attack) =set_squads_enemies(zat_b7_stalkers_raiders:zat_b7_stalkers_victims_1)% on_info3 = {-zat_b7_attack_started =squad_in_zone(zat_b7_stalkers_raiders:zat_b7_sr_stalkers_victims_attack)} camper@attack_1_leader %+zat_b7_attack_started =play_sound(zat_b7_stalkers_attack) =set_squads_enemies(zat_b7_stalkers_raiders:zat_b7_stalkers_victims_1)% [camper@attack_1_leader] path_walk = stalker_victim_1_attack_walk path_look = stalker_victim_1_attack_look no_retreat = true on_info = {+zat_b7_actor_help_stalkers} walker@end_1 on_info2 = {!squad_exist(zat_b7_stalkers_raiders)} walker@end_1 meet = no_meet def_state_moving = sneak_run def_state_moving_fire = sneak_fire radius = 0 [walker@end_1] path_walk = stalker_victim_leader_walk path_look = stalker_victim_leader_look def_state_standing = sit meet = meet@start_1 corpse_detection_enabled = false wounded = wounded@no_wound [wounded@no_wound] hp_state = 0 | wounded_heavy@help_heavy hp_state_see = 0 | wounded_heavy@help_heavy hp_victim = 0 | nil hp_cover = 0 | false hp_fight = 0 | false [logic@zat_b7_stalker_victim_2] active = camper@prepared_for_attack_2 prior = 100 suitable = {=target_squad_name(zat_b7_stalkers_victims_1) +zat_b7_stalkers_victims_prepare -zat_b7_actor_help_stalkers} true [camper@prepared_for_attack_2] path_walk = stalker_victim_2_prepared_for_attack_walk path_look = stalker_victim_2_prepared_for_attack_look no_retreat = true on_info = {+zat_b7_attack_started} camper@attack_2 def_state_campering = hide def_state_moving = sprint def_state_moving_fire = sneak_fire radius = 10 [logic@zat_b7_stalker_victim_3] active = camper@prepared_for_attack_3 prior = 100 suitable = {=target_squad_name(zat_b7_stalkers_victims_1) +zat_b7_stalkers_victims_prepare -zat_b7_actor_help_stalkers} true [camper@prepared_for_attack_3] path_walk = stalker_victim_3_prepared_for_attack_walk path_look = stalker_victim_3_prepared_for_attack_look no_retreat = true on_info = {+zat_b7_attack_started} camper@attack_1 def_state_campering = hide def_state_moving = sneak_run def_state_moving_fire = sneak_fire radius = 10 [camper@attack_1] path_walk = stalker_victim_1_attack_walk path_look = stalker_victim_1_attack_look no_retreat = true meet = no_meet def_state_moving = sneak_run def_state_moving_fire = sneak_fire radius = 10 on_signal = path_end | walker@attack_1_1 ;danger = danger@no_danger [walker@attack_1_1] path_walk = stalker_victim_2_attack_walk path_look = stalker_victim_2_attack_look meet = no_meet def_state_standing = hide_na [logic@zat_b7_stalker_victim_4] active = camper@prepared_for_attack_4 prior = 100 suitable = {=target_squad_name(zat_b7_stalkers_victims_1) +zat_b7_stalkers_victims_prepare -zat_b7_actor_help_stalkers} true [camper@prepared_for_attack_4] path_walk = stalker_victim_4_prepared_for_attack_walk path_look = stalker_victim_4_prepared_for_attack_look no_retreat = true on_info = {+zat_b7_attack_started} camper@attack_1 def_state_campering = hide def_state_moving = sprint def_state_moving_fire = sneak_fire radius = 10 [logic@zat_b7_stalker_victim_5] active = camper@prepared_for_attack_5 prior = 100 suitable = {=target_squad_name(zat_b7_stalkers_victims_1) +zat_b7_stalkers_victims_prepare -zat_b7_actor_help_stalkers} true [camper@prepared_for_attack_5] path_walk = stalker_victim_5_prepared_for_attack_walk path_look = stalker_victim_5_prepared_for_attack_look no_retreat = true on_info = {+zat_b7_attack_started} camper@attack_2 def_state_campering = hide def_state_moving = sneak_run def_state_moving_fire = sneak_fire radius = 10 [camper@attack_2] path_walk = stalker_victim_2_attack_walk path_look = stalker_victim_2_attack_look no_retreat = true meet = no_meet def_state_moving = sneak_run def_state_moving_fire = sneak_fire radius = 10 on_signal = path_end | walker@attack_2_1 ;danger = danger@no_danger [walker@attack_2_1] path_walk = stalker_victim_1_attack_walk path_look = stalker_victim_1_attack_look meet = no_meet def_state_standing = hide_na [logic@zat_b7_stalker_victim_6] active = camper@prepared_for_attack_6 prior = 100 suitable = {=target_squad_name(zat_b7_stalkers_victims_1) +zat_b7_stalkers_victims_prepare -zat_b7_actor_help_stalkers} true [camper@prepared_for_attack_6] path_walk = stalker_victim_6_prepared_for_attack_walk path_look = stalker_victim_6_prepared_for_attack_look no_retreat = true on_info = {+zat_b7_attack_started} camper@attack_1 def_state_campering = hide def_state_moving = sneak_run def_state_moving_fire = sneak_fire radius = 10 [logic@zat_b7_stalker_victim_7] active = camper@prepared_for_attack_7 prior = 100 suitable = {=target_squad_name(zat_b7_stalkers_victims_1) +zat_b7_stalkers_victims_prepare -zat_b7_actor_help_stalkers} true [camper@prepared_for_attack_7] path_walk = stalker_victim_7_prepared_for_attack_walk path_look = stalker_victim_7_prepared_for_attack_look no_retreat = true on_info = {+zat_b7_attack_started} camper@attack_2 def_state_campering = hide def_state_moving = sneak_run def_state_moving_fire = sneak_fire radius = 10