210 lines
No EOL
9.5 KiB
TeX
210 lines
No EOL
9.5 KiB
TeX
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;-------------------------------------Ëèäåð áðàòâû--------------------------------------------
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[logic@port_bandit_1_leader]
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active = walker@wait
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suitable = {=check_npc_name(zat_b52_port_bandit_1) -zat_b52_actor_go_offline} true, {=is_squad_commander +zat_b52_bandit_leader_is_dead =target_squad_name(zat_b52_port_bandits) -zat_b52_actor_go_offline} true
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prior = 100
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on_death = death
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post_combat_time = 0, 0
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[walker@wait] ;Æäåì èãðîêà
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path_walk = port_bandit_1_walk_1
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path_look = port_bandit_1_look_1
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def_state_moving1 = walk
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def_state_moving2 = rush
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on_info = {!actor_enemy =dist_to_actor_le(20) -zat_b52_robbery_done} remark@tell_actor
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combat_ignore_cond = {!actor_enemy} true, {=check_enemy_name(zat_b38_stalker_cop_dead)} true, {=check_enemy_name(zat_b22_stalker_medic)} true, false
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meet = no_meet
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[remark@tell_actor] ;Âèäèì èãðîêà
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target = story | actor
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anim = hello_wpn
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meet = no_meet
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on_info = %=play_sound(zat_b52_port_bandits_see_actor)% remark@wait_actor
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combat_ignore_cond = {!actor_enemy} true, {=check_enemy_name(zat_b38_stalker_cop_dead)} true, {=check_enemy_name(zat_b22_stalker_medic)} true, false
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on_info2 = {!actor_enemy =dist_to_actor_ge(40)} walker@wait
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[remark@wait_actor] ;Æäåì èãðîêà
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target = story | actor
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anim = wait_na
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meet = no_meet
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on_info = {!actor_enemy =dist_to_actor_le(5)} walker@robbery %+zat_b52_robbery_start%
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on_info2 = {!actor_enemy =dist_to_actor_ge(40)} walker@wait
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combat_ignore_cond = {!actor_enemy} true, {=check_enemy_name(zat_b38_stalker_cop_dead)} true, {=check_enemy_name(zat_b22_stalker_medic)} true, false
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[walker@robbery] ;Ïðîñèì èãðîêà îòäàòü îðóæèå
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path_walk = port_bandit_1_walk_1
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path_look = port_bandit_1_look_1
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meet = meet@robbery
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on_info = {+zat_b52_robbery_done} remark@guard_first_sound %+zat_b52_bandits_free%
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on_info2 = {+zat_b52_robbery_no} walker@fight %=set_squad_enemy_to_actor(zat_b52_port_bandits) =play_sound(zat_b52_port_bandits_kill_actor_snd)%
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combat_ignore_cond = {!actor_enemy} true, {=check_enemy_name(zat_b38_stalker_cop_dead)} true, {=check_enemy_name(zat_b22_stalker_medic)} true, false
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[meet@robbery] ;Ïðîñèì èãðîêà îòäàòü îðóæèå
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close_victim = actor
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far_victim = actor
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close_distance = 6
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far_distance = 10
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far_anim = nil
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close_anim = nil
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use = {=has_enemy} false, {=actor_enemy} false, self
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allow_break = false
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trade_enable = false
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meet_dialog = {!actor_enemy} zat_b52_robbery_port_bandits_1
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[walker@fight] ;Èãðîê ñîïðîòèâëÿåòñÿ
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path_walk = port_bandit_1_walk_1
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path_look = port_bandit_1_look_1
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combat_ignore_cond = {=check_enemy_name(zat_b38_stalker_cop_dead)} true, {=check_enemy_name(zat_b38_stalker_cop_dead)} true, {=check_enemy_name(zat_b22_stalker_medic)} true, false
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meet = no_meet
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[remark@guard_first_sound] ;Ïðîãàíÿåì èãðîêà ðàç
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target = story | actor
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anim = threat_na
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snd_anim_sync = true
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meet = no_meet
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on_info = {!actor_enemy} %=play_sound(zat_b52_port_bandits_after_pay_snd)%
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on_info2 = {=dist_to_actor_ge(120)} walker@wait %+zat_b52_actor_go_offline%
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on_signal = sound_end | remark@guard_second_sound_wait
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combat_ignore_cond = {!actor_enemy} true, {=check_enemy_name(zat_b38_stalker_cop_dead)} true, {=check_enemy_name(zat_b22_stalker_medic)} true, false
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[remark@guard_second_sound_wait] ;Ïðîãàíÿåì èãðîêà ðàç æäåì
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target = story | actor
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anim = backoff
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snd_anim_sync = true
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meet = no_meet
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on_info = {=actor_in_zone(zat_b52_smart_terrain_def)} remark@guard_second_sound
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on_info2 = {=dist_to_actor_ge(120)} walker@wait %+zat_b52_actor_go_offline%
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combat_ignore_cond = {!actor_enemy} true, {=check_enemy_name(zat_b38_stalker_cop_dead)} true, {=check_enemy_name(zat_b22_stalker_medic)} true, false
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[remark@guard_second_sound] ;Ïðîãàíÿåì èãðîêà äâà
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target = story | actor
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anim = threat_na
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snd_anim_sync = true
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meet = no_meet
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on_info = {!actor_enemy} %=play_sound(zat_b52_port_bandits_after_pay_snd)%
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on_signal = sound_end | remark@guard_last_sound_wait
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on_info2 = {=dist_to_actor_ge(120)} walker@wait %+zat_b52_actor_go_offline%
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combat_ignore_cond = {!actor_enemy} true, {=check_enemy_name(zat_b38_stalker_cop_dead)} true, {=check_enemy_name(zat_b22_stalker_medic)} true, false
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[remark@guard_last_sound_wait] ;Ïðîãàíÿåì èãðîêà äâà æäåì
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target = story | actor
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anim = backoff
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snd_anim_sync = true
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meet = no_meet
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on_info = {=actor_in_zone(zat_b52_smart_terrain_def)} remark@guard_last_sound
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on_info2 = {=dist_to_actor_ge(120)} walker@wait %+zat_b52_actor_go_offline%
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combat_ignore_cond = {!actor_enemy} true, {=check_enemy_name(zat_b38_stalker_cop_dead)} true, {=check_enemy_name(zat_b22_stalker_medic)} true, false
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[remark@guard_last_sound] ;Ïðîãàíÿåì èãðîêà òðè
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target = story | actor
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anim = backoff2
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snd_anim_sync = true
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meet = no_meet
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on_info = {!actor_enemy} %=play_sound(zat_b52_port_bandits_after_pay_snd)%
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on_signal = sound_end | remark@end
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on_info2 = {=dist_to_actor_ge(120)} walker@wait %+zat_b52_actor_go_offline%
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combat_ignore_cond = {!actor_enemy} true, {=check_enemy_name(zat_b38_stalker_cop_dead)} true, {=check_enemy_name(zat_b22_stalker_medic)} true, false
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[remark@end] ;Èãðîê íàäîåë - ñòðåëÿåì ïî íåìó
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target = story | actor
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anim = threat_na
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snd_anim_sync = true
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meet = no_meet
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on_game_timer = 50 | walker@fight %=set_squad_enemy_to_actor(zat_b52_port_bandits)%
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[death]
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on_info = %+zat_b52_bandit_leader_is_dead%
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;-------------------------------------Áðàòîê ðàç--------------------------------------------
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[logic@port_bandit_2]
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active = walker@wait_bandit_2
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suitable = {!check_npc_name(zat_b52_port_bandit_1) =target_squad_name(zat_b52_port_bandits) -zat_b52_actor_go_offline} true
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prior = 90
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post_combat_time = 0, 0
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[walker@wait_bandit_2] ;Æäåì èãðîêà
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path_walk = port_bandit_2_walk_1
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path_look = port_bandit_2_look_1
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on_info = {+zat_b52_robbery_start -zat_b52_robbery_done} remark@wait_bandit_2_robbery
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combat_ignore_cond = {!actor_enemy} true, {=check_enemy_name(zat_b38_stalker_cop_dead)} true, {=check_enemy_name(zat_b22_stalker_medic)} true, false
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meet = no_meet
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[remark@wait_bandit_2_robbery] ;Íàâîäèì ñòâîë íà èãðîêà
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target = story | actor
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anim = threat_na
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meet = no_meet
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on_info = {=dist_to_actor_ge(120) +zat_b52_robbery_done} walker@wait_bandit_2 %+zat_b52_actor_go_offline%
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on_info2 = {+zat_b52_robbery_no} walker@wait_bandit_2
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combat_ignore_cond = {!actor_enemy} true, {=check_enemy_name(zat_b38_stalker_cop_dead)} true, {=check_enemy_name(zat_b22_stalker_medic)} true, false
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;-------------------------------------Áðàòîê äûâà--------------------------------------------
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[logic@port_bandit_3]
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active = walker@wait_bandit_3
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suitable = {!check_npc_name(zat_b52_port_bandit_1) =target_squad_name(zat_b52_port_bandits) -zat_b52_actor_go_offline} true
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prior = 90
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post_combat_time = 0, 0
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[walker@wait_bandit_3] ;Æäåì èãðîêà
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path_walk = port_bandit_3_walk_1
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path_look = port_bandit_3_look_1
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combat_ignore_cond = {!actor_enemy} true, {=check_enemy_name(zat_b38_stalker_cop_dead)} true, {=check_enemy_name(zat_b22_stalker_medic)} true, false
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on_info = {+zat_b52_robbery_start -zat_b52_robbery_done} remark@wait_bandit_3_robbery
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meet = no_meet
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[remark@wait_bandit_3_robbery] ;Íàâîäèì ñòâîë íà èãðîêà
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target = story | actor
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anim = threat_na
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meet = no_meet
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on_info = {=dist_to_actor_ge(120) +zat_b52_robbery_done} walker@wait_bandit_3 %+zat_b52_actor_go_offline%
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on_info2 = {+zat_b52_robbery_no} walker@wait_bandit_3
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combat_ignore_cond = {!actor_enemy} true, {=check_enemy_name(zat_b38_stalker_cop_dead)} true, {=check_enemy_name(zat_b22_stalker_medic)} true, false
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;-------------------------------------Áðàòîê òûðè--------------------------------------------
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[logic@port_bandit_4]
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active = walker@wait_bandit_4
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suitable = {!check_npc_name(zat_b52_port_bandit_1) =target_squad_name(zat_b52_port_bandits) -zat_b52_actor_go_offline} true
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prior = 90
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post_combat_time = 0, 0
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[walker@wait_bandit_4] ;Æäåì èãðîêà
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path_walk = port_bandit_4_walk_1
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path_look = port_bandit_4_look_1
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combat_ignore_cond = {!actor_enemy} true, {=check_enemy_name(zat_b38_stalker_cop_dead)} true, {=check_enemy_name(zat_b22_stalker_medic)} true, false
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on_info = {+zat_b52_robbery_start -zat_b52_robbery_done} remark@wait_bandit_4_robbery
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meet = no_meet
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[remark@wait_bandit_4_robbery] ;Íàâîäèì ñòâîë íà èãðîêà
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target = story | actor
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anim = threat_na
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meet = no_meet
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on_info = {=dist_to_actor_ge(120) +zat_b52_robbery_done} walker@wait_bandit_4 %+zat_b52_actor_go_offline%
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on_info2 = {+zat_b52_robbery_no} walker@wait_bandit_4
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combat_ignore_cond = {!actor_enemy} true, {=check_enemy_name(zat_b38_stalker_cop_dead)} true, {=check_enemy_name(zat_b22_stalker_medic)} true, false
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;-------------------------------------Áðàòîê ÷åòûðè--------------------------------------------
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[logic@port_bandit_5]
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active = walker@wait_bandit_5
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suitable = {!check_npc_name(zat_b52_port_bandit_1) =target_squad_name(zat_b52_port_bandits) -zat_b52_actor_go_offline} true
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prior = 90
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post_combat_time = 0, 0
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[walker@wait_bandit_5] ;Æäåì èãðîêà
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path_walk = port_bandit_5_walk_1
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path_look = port_bandit_5_look_1
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combat_ignore_cond = {!actor_enemy} true, {=check_enemy_name(zat_b38_stalker_cop_dead)} true, {=check_enemy_name(zat_b22_stalker_medic)} true, false
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on_info = {+zat_b52_robbery_start -zat_b52_robbery_done} remark@wait_bandit_5_robbery
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meet = no_meet
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[remark@wait_bandit_5_robbery] ;Íàâîäèì ñòâîë íà èãðîêà
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target = story | actor
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anim = threat_na
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meet = no_meet
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on_info = {=dist_to_actor_ge(120) +zat_b52_robbery_done} walker@wait_bandit_5 %+zat_b52_actor_go_offline%
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on_info2 = {+zat_b52_robbery_no} walker@wait_bandit_5
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combat_ignore_cond = {!actor_enemy} true, {=check_enemy_name(zat_b38_stalker_cop_dead)} true, {=check_enemy_name(zat_b22_stalker_medic)} true, false |