130 lines
3.7 KiB
TeX
130 lines
3.7 KiB
TeX
[logic@zat_b106_stalker_garmata]
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suitable = {=check_npc_name(zat_b106_stalker_garmata)} true
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prior = 200
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active = walker@infirmary
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[walker@infirmary]
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path_walk = garmata_1_walk
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path_look = gonta_1_walk
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def_state_standing = wait_na
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meet = no_meet
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on_info = {-zat_b106_start_dialogs} walker@wait_gonta
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on_info2 = {+zat_b106_start_dialogs -zat_b106_hunt_finish} animpoint@base
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on_info3 = {+zat_b106_start_dialogs +zat_b106_hunt_finish} walker@ya_doma
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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invulnerable = true
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out_restr = zat_a2_sr_noweap
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gather_items_enabled = false
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help_wounded_enabled = false
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corpse_detection_enabled = false
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def_state_moving = walk
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[walker@wait_gonta]
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path_walk = garmata_1_walk
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path_look = gonta_1_walk
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def_state_standing = wait_na
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meet = no_meet
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on_info = {+zat_b106_gonta_story_ask_done} remark@story_reply
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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invulnerable = true
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out_restr = zat_a2_sr_noweap
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gather_items_enabled = false
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help_wounded_enabled = false
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corpse_detection_enabled = false
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def_state_moving = walk
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[remark@story_reply]
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anim = wait_na
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target = path| zat_stalker_base_smart_gonta_1_walk,0 ;story | zat_b106_stalker_gonta
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on_info = %=play_sound(zat_b106_garmata_story_reply)%
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on_signal = sound_end | walker@story_reply_wait %+zat_b106_garmata_story_reply_done%
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meet = no_meet
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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invulnerable = true
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out_restr = zat_a2_sr_noweap
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gather_items_enabled = false
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help_wounded_enabled = false
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corpse_detection_enabled = false
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def_state_moving = walk
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[walker@story_reply_wait]
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path_walk = garmata_1_walk
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path_look = gonta_1_walk
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def_state_standing = wait_na
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meet = no_meet
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on_info = {+zat_b106_gonta_story_calm_done} walker@wait
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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invulnerable = true
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out_restr = zat_a2_sr_noweap
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gather_items_enabled = false
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help_wounded_enabled = false
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corpse_detection_enabled = false
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def_state_moving = walk
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[walker@wait]
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path_walk = garmata_1_walk
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path_look = gonta_1_walk
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def_state_standing = wait_na
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meet = meet@base
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on_game_timer = 10 | animpoint@base
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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invulnerable = true
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out_restr = zat_a2_sr_noweap
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gather_items_enabled = false
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help_wounded_enabled = false
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corpse_detection_enabled = false
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def_state_moving = walk
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[walker@ya_doma]
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path_walk = garmata_4_walk
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path_look = garmata_4_look
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on_signal = garmata_home | animpoint@base
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def_state_standing = guard_na
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meet = no_meet
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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invulnerable = true
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out_restr = zat_a2_sr_noweap
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gather_items_enabled = false
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help_wounded_enabled = false
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corpse_detection_enabled = false
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def_state_moving = assault
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wounded = wounded
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[animpoint@base]
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cover_name = zat_a2_sc_zat_b106_stalker_garmata
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meet = meet@base
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use_camp = false
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;on_info = {!dist_to_actor_le(140) -zat_b106_free_stalker_crab -zat_b106_gonta_dead} %+zat_b106_free_stalker_garmata%
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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invulnerable = true
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out_restr = zat_a2_sr_noweap
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gather_items_enabled = false
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help_wounded_enabled = false
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corpse_detection_enabled = false
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[meet@base]
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close_anim = nil
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close_victim = nil
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far_anim = nil
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far_victim = nil
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close_distance = 0
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far_distance = 0
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close_snd_hello = nil
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close_snd_bye = nil
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use = false
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snd_on_use = zat_b106_garmata_refuse_talk
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meet_on_talking = false
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[wounded]
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hp_state = 0|wounded_heavy@help_heavy
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hp_state_see = 0|wounded_heavy@help_heavy
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hp_victim = 0|nil
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hp_fight = 0|false
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hp_cover = 0|false
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