e4s-sdk/gamedata/configs/scripts/pripyat/pri_b305_kovalskiy.ltx
2026-06-17 23:06:51 +03:00

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[animpoint@b305_def]
cover_name = pri_a16_kovalski_1st_floor
reach_movement = walk_noweap
avail_animations = ward_noweap
out_restr = pri_a16_sr_noweap
corpse_detection_enabled = false
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
use_camp = false
meet = meet@col
[remark@def]
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
out_restr = pri_a16_sr_noweap
invulnerable = true
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
on_info66 = {+pri_b305_fifth_cam_start -pri_b305_kovalskiy_tp} walker@deal_talk %=teleport_npc(pri_a16_pri_b305_kovalskiy_walk) +pri_b305_kovalskiy_tp%
meet = meet@col
use_camp = false
[walker@def]
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
out_restr = pri_a16_sr_noweap
invulnerable = true
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
on_info66 = {+pri_b305_fifth_cam_start -pri_b305_kovalskiy_tp} walker@deal_talk %=teleport_npc(pri_a16_pri_b305_kovalskiy_walk) +pri_b305_kovalskiy_tp%
use_camp = false
meet = meet@col
[meet@col]
close_snd_hello = nil
close_snd_bye = nil
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
use = {=actor_enemy} false, true
trade_enable = false
allow_break = false
meet_on_talking = false
;************************************
[logic@pri_b305_kovalskiy]
active = walker@b305
suitable = {-pri_b305_fifth_cam_end +pri_a25_rfi_source_eliminated =check_npc_name(kovalski)} true
prior = 200
[walker@b305]:walker@def
path_walk = pri_b305_kovalskiy_walk
path_look = pri_b305_kirillov_walk
def_state_standing = wait_na
meet = no_meet
on_info = {-pri_b305_kovalski_incase_tp} remark@info_wait %=teleport_npc(pri_a16_pri_b305_kovalskiy_walk) +pri_b305_kovalski_incase_tp%
;on_info2 = {+pri_b305_second_cam_ready -pri_b305_second_cam_end} remark@info_1 ;%=teleport_npc(pri_a16_pri_b305_kovalskiy_walk)%
on_info3 = {+pri_b305_second_cam_end} animpoint@rest
[remark@info_wait]:remark@def
target = story | actor
anim = wait_na
on_info = {+pri_b305_second_cam_ready -pri_b305_second_cam_end} remark@info_1
[remark@info_1]:remark@def
target = story | pri_b305_actor_visual_2
anim = wait_na
on_info = {-pri_b305_kovalskiy_news_done} %=play_sound(pri_b305_kovalskiy_news) +pri_b305_kovalskiy_news_done%
on_signal = sound_end | remark@info_2 %+pri_b305_kovalskiy_news_done_end%
meet = no_meet
on_info2 = {+pri_b305_second_cam_end} animpoint@rest
[remark@info_2]:remark@def
target = story | pri_b305_actor_visual_2
anim = wait_na
on_info = {+pri_b305_kirilov_strange_signal_done_end -pri_b305_kovalskiy_ask_coordinates_done} %=play_sound(pri_b305_kovalskiy_ask_coordinates) +pri_b305_kovalskiy_ask_coordinates_done%
on_signal = sound_end | remark@info_3 %+pri_b305_kovalskiy_ask_coordinates_done_end +pri_b305_cam_2_kirilov_go%
meet = no_meet
on_info2 = {+pri_b305_second_cam_end} animpoint@rest
[remark@info_3]:remark@def
target = story | pri_a22_army_signaller
anim = wait_na
on_info = {+pri_b305_kirilov_give_coordinates_done_end -pri_b305_kovalskiy_think_of_attack_done} %=play_sound(pri_b305_kovalskiy_think_of_attack) +pri_b305_kovalskiy_think_of_attack_done%
on_signal = sound_end | {-pri_b305_kovalskiy_think_of_attack_done_end} %+pri_b305_kovalskiy_think_of_attack_done_end%
on_info2 = {+pri_b305_second_cam_end} animpoint@rest
meet = no_meet
[animpoint@rest]:animpoint@b305_def
reach_movement = walk
on_info = {+pri_b305_third_cam_go} walker@strelok_operation_start %=teleport_npc(pri_a16_pri_b305_kovalskiy_strelok_operation_walk) +fuck%
;meet = no_meet
[walker@strelok_operation_start]:walker@def
path_walk = pri_b305_kovalskiy_strelok_operation_walk
path_look = pri_b305_strelok_operation_look
def_state_moving = sprint
meet = no_meet
on_game_timer = 30 | remark@strelok_operation_start
[remark@strelok_operation_start]:remark@def
target = path | pri_a16_pri_b305_strelok_operation_walk, 0
anim = threat
on_info = {+pri_b305_strelok_give_up_done_end -pri_b305_kovalskiy_who_are_you_done} %=play_sound(pri_b305_kovalskiy_who_are_you) +pri_b305_kovalskiy_who_are_you_done%
on_signal = sound_end | remark@strelok_operation_sound2 %+pri_b305_kovalskiy_who_are_you_done_end%
meet = no_meet
[remark@strelok_operation_sound2]:remark@def
target = path | pri_a16_pri_b305_strelok_operation_walk, 0
anim = threat
on_info = {+pri_b305_strelok_about_zone_destroying_done_end} remark@strelok_operation_weapon_down
meet = no_meet
[remark@strelok_operation_weapon_down]:remark@def
target = path | pri_a16_pri_b305_strelok_operation_walk, 0
anim = ward
on_info = {+pri_b305_actor_emission_starts_done_end -pri_b305_kovalskiy_talk_in_safe_place_done} %=play_sound(pri_b305_kovalskiy_talk_in_safe_place) +pri_b305_kovalskiy_talk_in_safe_place_done%
on_signal = sound_end | remark@wait %+pri_b305_kovalskiy_talk_in_safe_place_done_end%
meet = no_meet
[remark@wait]:remark@def
target = path | pri_a16_pri_b305_strelok_operation_walk, 0
anim = threat
meet = no_meet
on_info = {+pri_b305_fifth_cam_start -pri_b305_kovalskiy_tp} walker@deal_talk %+pri_b305_kovalskiy_tp =teleport_npc(pri_a16_pri_b305_kovalskiy_walk)%
[walker@deal_talk]:walker@def
path_walk = pri_b305_kovalskiy_walk
path_look = pri_b305_kirillov_walk
def_state_standing = wait_na
on_info = {+pri_b305_actor_we_have_problems_done_end -pri_b305_kovalskiy_about_deal_done} %=play_sound(pri_b305_kovalskiy_about_deal) +pri_b305_kovalskiy_about_deal_done%
on_signal = sound_end | remark@phrase_4 %+pri_b305_kovalskiy_about_deal_done_end%
meet = no_meet
[remark@phrase_4]:remark@def
target = story | pri_b305_strelok
anim = wait_na
on_info = {+pri_b305_strelok_about_heli_done_end -pri_b305_kovalskiy_about_anomaly_map_done} %=play_sound(pri_b305_kovalskiy_about_anomaly_map) +pri_b305_kovalskiy_about_anomaly_map_done%
on_signal = sound_end | remark@phrase_7 %+pri_b305_kovalskiy_about_anomaly_map_done_end%
meet = no_meet
[remark@phrase_7]:remark@def
target = story | pri_b305_strelok
anim = wait_na
on_info = {+pri_b305_actor_wondered_done_end -pri_b305_kovalskiy_wondered_done} %=play_sound(pri_b305_kovalskiy_wondered) +pri_b305_kovalskiy_wondered_done%
on_signal = sound_end | remark@phrase_10 %+pri_b305_kovalskiy_wondered_done_end%
meet = no_meet
[remark@phrase_10]:remark@def
target = story | pri_b305_strelok
anim = wait_na
on_info = {+pri_b305_actor_need_center_to_know_done_end -pri_b305_kovalskiy_let_center_know_done} %=play_sound(pri_b305_kovalskiy_let_center_know) +pri_b305_kovalskiy_let_center_know_done%
on_signal = sound_end | %+pri_b305_kovalskiy_let_center_know_done_end%
meet = no_meet