161 lines
7.4 KiB
TeX
161 lines
7.4 KiB
TeX
[logic@zat_b5_stalker_raider_4]
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active = walker@start
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;suitable = {=check_npc_name(zat_b5_stalker_raider_4) -zat_b5_leave_for_bandit_quest -zat_b5_actor_help_bandits}
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suitable = {=check_npc_name(zat_b5_stalker_raider_4) -zat_b5_task_end}
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prior = 100
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on_hit = hit
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post_combat_time = 0,0
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on_death = death
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[walker@start]
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path_walk = zat_b5_bandit_4_walker_1_walk
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path_look = zat_b5_bandit_4_walker_1_look
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;out_restr = zat_b5_dolg_trader_1_defence
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def_state_moving1 = assault
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def_state_standing = guard_na
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meet = no_meet
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on_info = {+zat_b5_actor_with_bandits} walker@start_work_bandit
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on_info2 = {+zat_b5_meat} walker@fight
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on_info3 = {+zat_b5_actor_with_dealer} walker@start_work_bandit
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on_info4 = {+zat_b5_actor_with_stalkers} walker@start_work_stalker %=actor_enemy%
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danger = danger
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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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combat_ignore_cond = {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
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[walker@start_work_bandit]
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path_walk = zat_b5_bandit_4_walker_1_walk
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path_look = zat_b5_bandit_4_walker_1_look
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;out_restr = zat_b5_dolg_trader_1_defence
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def_state_moving1 = run
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def_state_standing = guard_na
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meet = no_meet
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on_info = {+zat_b5_actor_bandit_go_to_trader} walker@wait
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;on_game_timer = 300 | walker@go_to_trader_1 %+zat_b5_actor_bandit_go_to_trader%
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on_info2 = {+zat_b5_meat -zat_b5_actor_with_bandits} walker@fight %=actor_enemy%, {+zat_b5_meat +zat_b5_actor_with_bandits} walker@fight
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combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer:zat_b5_actor_with_bandits:zat_b5_actor_with_dealer)} true, {=check_enemy_name(zat_b5_stalker_commander:zat_b5_stalker)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
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danger = danger
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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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[walker@wait]
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path_walk = zat_b5_bandit_4_walker_1_walk
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path_look = zat_b5_bandit_4_walker_1_look
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;out_restr = zat_b5_dolg_trader_1_defence
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def_state_moving1 = patrol
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def_state_standing = guard_na
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meet = no_meet
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on_game_timer = 30 | walker@go_to_trader_1
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on_info = {+zat_b5_meat -zat_b5_actor_with_bandits} walker@fight %=actor_enemy%, {+zat_b5_meat +zat_b5_actor_with_bandits} walker@fight
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combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer:zat_b5_actor_with_bandits:zat_b5_actor_with_dealer)} true, {=check_enemy_name(zat_b5_stalker_commander:zat_b5_stalker)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
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danger = danger
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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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[walker@go_to_trader_1]
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path_walk = zat_b5_bandit_4_walker_2_walk
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path_look = zat_b5_bandit_4_walker_2_look
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;out_restr = zat_b5_dolg_trader_1_defence
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def_state_moving1 = patrol
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def_state_standing = guard_na
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meet = no_meet
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;on_actor_dist_le = 20 | {+zat_b5_actor_with_stalkers} remark@see_actor %+zat_b5_meat%
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on_info = {+zat_b5_actor_with_stalkers =actor_see_npc =see_actor} remark@see_actor, {+zat_b5_meat -zat_b5_actor_with_bandits} walker@fight %=actor_enemy%, {+zat_b5_meat +zat_b5_actor_with_bandits} walker@fight
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on_info2 = {+zat_b5_meat -zat_b5_actor_with_bandits} walker@fight %=actor_enemy%
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on_info3 = {+zat_b5_meat +zat_b5_actor_with_bandits} walker@fight
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combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer:zat_b5_actor_with_bandits:zat_b5_actor_with_dealer)} true, {=check_enemy_name(zat_b5_stalker_commander:zat_b5_stalker)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
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danger = danger
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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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[remark@see_actor]
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anim = guard_na
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target = story | actor
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on_info = %=play_sound(zat_b5_bandits_see_actor)%
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on_signal = sound_end | walker@fight %+zat_b5_meat%
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;on_info2 = {+zat_b5_meat} walker@fight
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meet = no_meet
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combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer:zat_b5_actor_with_bandits:zat_b5_actor_with_dealer)} true, {=check_enemy_name(zat_b5_stalker_commander:zat_b5_stalker)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
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danger = danger
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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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[walker@fight]
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path_walk = zat_b5_bandit_4_walker_2_walk
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path_look = zat_b5_bandit_4_walker_2_look
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out_restr = zat_b5_smart_terrain_attack
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def_state_standing = guard_na
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meet = no_meet
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on_info = {+zat_b5_stalker_death +zat_b5_dealer_squad_death} walker@after_fight
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on_info2 = {-zat_b5_actor_enemy +zat_b5_actor_with_dealer +zat_b5_meat} %=actor_enemy +zat_b5_actor_enemy%
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combat_ignore_cond = {+zat_b5_actor_with_stalkers -zat_b5_stalker_death =check_enemy_name(zat_b7_duty_illicit_dealer:zat_b5_dealer_assistant_2:zat_b5_dealer_assistant_1:zat_b5_actor_with_bandits:zat_b5_actor_with_dealer)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
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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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[walker@after_fight]
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path_walk = zat_b5_bandit_4_walker_2_walk
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path_look = zat_b5_bandit_4_walker_2_look
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;out_restr = zat_b5_dolg_trader_1_defence
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meet = no_meet
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on_info = {+zat_b5_actor_help_bandits} walker@go_on
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on_info2 = {+zat_b5_sultan_dead} walker@go_on
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on_info3 = {+zat_b5_actor_no_help_bandits} walker@go_on
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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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combat_ignore_cond = {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
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[walker@go_on]
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path_walk = guard_1_walk
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path_look = guard_1_look
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;out_restr = zat_b5_dolg_trader_1_defence
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def_state_moving1 = patrol
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meet = no_meet
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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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combat_ignore_cond = {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
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[walker@start_work_stalker]
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path_walk = zat_b5_bandit_4_walker_2_walk
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path_look = zat_b5_bandit_4_walker_2_look
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out_restr = zat_b5_smart_terrain_attack
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def_state_moving1 = run
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def_state_standing = guard_na
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meet = no_meet
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on_info = {+zat_b5_meat} walker@fight
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on_info2 = {=see_actor =actor_see_npc} remark@see_actor %+4see%
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on_actor_in_zone = zat_sr_check_enemy_dist | remark@see_actor ;%+zat_b5_break_cutscene +zat_b5_stalker_attack_dealer%
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on_sound = actor|WPN_shoot|10000|0.2| {=dist_to_actor_le(60)} walker@fight %+zat_b5_meat%
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on_sound2 = actor|MST_step|35|0.2| %+zat_b5_meat +4sound%
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on_sound3 = actor|WPN_empty|30|0.1| walker@fight %+zat_b5_meat%
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on_sound4 = actor|WPN_reload|20|0.2| walker@fight %+zat_b5_meat%
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on_sound5 = actor|MST_damage|30|0.1| walker@fight %+zat_b5_meat%
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on_sound6 = actor|WPN_hit|30|0.1| walker@fight %+zat_b5_meat%
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combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer:zat_b5_actor_with_bandits:zat_b5_actor_with_dealer)} true, {=check_enemy_name(zat_b5_stalker_commander:zat_b5_stalker)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
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danger = danger
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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]
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close_distance = 0
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close_victim = nil
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use = false
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snd_on_use = {=actor_enemy} nil, {=has_enemy} meet_use_no_fight, {!has_enemy} zat_b5_stalkers_refuse_talk
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[danger]
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ignore_distance = 0
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[hit]
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on_info = {=hit_by_actor -zat_b5_bandit_hit} %+zat_b5_bandit_hit +zat_b5_meat%, {-zat_b5_meat} %+zat_b5_meat%
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[death]
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on_info = %=inc_counter(bandits_death)%
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