237 lines
No EOL
7.4 KiB
TeX
237 lines
No EOL
7.4 KiB
TeX
[logic@b14_stalker_1]
|
|
suitable = {=check_npc_name(zat_b14_stalker_1)} true
|
|
prior = 200
|
|
active = walker@go
|
|
on_hit = hit
|
|
on_death = death
|
|
post_combat_time = 0, 0
|
|
|
|
[death]
|
|
on_info = {!killed_by_actor} %+zat_b14_stalker_death =stop_sound%, {=killed_by_actor =squad_exist(zat_b14_stalkers)} %+zat_b14_stalker_killed_by_actor =set_squad_enemy_to_actor(zat_b14_stalkers) =stop_sound%, %=stop_sound%
|
|
|
|
[hit] ;Åñëè èãðîê èìååò àðòåôàêò, êðè÷èì, ÷òîáû îòäàë
|
|
on_info = {=hit_by_actor =actor_has_item(af_quest_b14_twisted) =is_alive} %=play_sound(zat_b14_robbery_kill_actor_snd) +zat_b14_actor_enemy%
|
|
|
|
[walker@go] ;Æäåì èãðîêà
|
|
path_walk = zat_b14_stalker_1_walk_1
|
|
path_look = zat_b14_stalker_1_look_1
|
|
on_actor_dist_le_nvis = 5 | {!actor_in_zone(zat_b14_not_give_item_zone)} remark@ready
|
|
def_state_moving = run
|
|
def_state_standing = wait_na
|
|
show_spot = {!actor_enemy} false, true
|
|
combat_igrore_cond = true
|
|
danger = danger_condition@go
|
|
meet = no_meet
|
|
wounded = wounded
|
|
;group = 14
|
|
|
|
[danger_condition@go]
|
|
ignore_distance = 0
|
|
ignore_distance_grenade = 0
|
|
ignore_distance_corpse = 0
|
|
ignore_distance_hit = 0
|
|
ignore_distance_sound = 0
|
|
|
|
[remark@ready] ;Ïîéìàëè èãðîêà
|
|
anim = wait_na
|
|
target = story | actor
|
|
meet = meet@story
|
|
on_info = {+zat_b14_dialog_done +zat_b14_give_item_stalker} walker@item %+zat_b14_stalkers_bandits_free%
|
|
on_info2 = {+zat_b14_not_give_item_stalker} animpoint@offence %=play_sound(zat_b14_scene_1_stalker_offended)%
|
|
in_restr = zat_b14_not_give_item_zone
|
|
combat_ignore_cond = {!actor_enemy} true
|
|
wounded = wounded
|
|
danger = danger_condition@go
|
|
|
|
[meet@story] ;Äèàëîã - äàé àðòåôàêò!
|
|
close_anim = nil
|
|
close_snd_hello = nil
|
|
close_snd_bye = nil
|
|
close_victim = actor
|
|
use = {!actor_enemy} self
|
|
trade_enable = false
|
|
allow_break = false
|
|
meet_dialog = zat_b14_stalker_start
|
|
|
|
;Äàëè àðòåôàêò
|
|
|
|
[walker@item] ;Îòäàëè àðòåôàêò
|
|
path_walk = zat_b14_stalker_1_sprint_1
|
|
def_state_moving1 = run
|
|
on_game_timer = 30 | walker@item_sprint_1
|
|
combat_ignore_cond = true
|
|
wounded = wounded
|
|
meet = no_meet
|
|
|
|
[walker@item_sprint_1]
|
|
path_walk = zat_b14_stalker_1_sprint_1
|
|
def_state_moving1 = sprint
|
|
on_signal = path_end | walker@item_sprint_2
|
|
combat_ignore_cond = true
|
|
wounded = wounded
|
|
meet = no_meet
|
|
|
|
[walker@item_sprint_2]
|
|
path_walk = zat_b14_stalker_1_sprint_2
|
|
def_state_moving1 = sprint
|
|
on_signal = path_end | walker@item_sprint_3
|
|
combat_ignore_cond = true
|
|
wounded = wounded
|
|
meet = no_meet
|
|
|
|
[walker@item_sprint_3]
|
|
path_walk = zat_b14_stalker_1_sprint_3
|
|
def_state_moving1 = sprint
|
|
on_signal = path_end | walker@item_2
|
|
combat_ignore_cond = true
|
|
wounded = wounded
|
|
meet = no_meet
|
|
|
|
[walker@item_2] ;Îòäàëè àðòåôàêò
|
|
path_walk = zat_b14_stalker_1_walk_3
|
|
path_look = zat_b14_stalker_1_look_3
|
|
def_state_moving1 = sprint
|
|
on_info = {=npc_in_zone(zat_a2_sr_noweap) =check_smart_alarm_status(zat_stalker_base_smart:normal)} walker@item_3
|
|
on_info2 = {=npc_in_zone(zat_a2_sr_noweap) =actor_in_zone(zat_a2_sr_noweap) =actor_enemy !check_smart_alarm_status(zat_stalker_base_smart:normal)} walker@fight_2
|
|
combat_ignore_cond = true
|
|
wounded = wounded
|
|
meet = no_meet
|
|
out_restr = zat_a2_sr_noweap
|
|
|
|
[walker@item_3] ; Çàõîäèì â êîðàáëü
|
|
path_walk = zat_b14_stalker_1_walk_4
|
|
path_look = zat_b14_stalker_1_look_4
|
|
def_state_moving1 = run
|
|
on_info = {!npc_in_zone(zat_surge_hide_a2) !check_smart_alarm_status(zat_stalker_base_smart:normal)} walker@item_2
|
|
on_info2 ={=npc_in_zone(zat_surge_hide_a2)} walker@item_4
|
|
on_info3 = {=npc_in_zone(zat_a2_sr_noweap) !npc_in_zone(zat_surge_hide_a2) =actor_in_zone(zat_a2_sr_noweap) =actor_enemy !check_smart_alarm_status(zat_stalker_base_smart:normal)} walker@fight_2
|
|
combat_ignore_cond = true
|
|
wounded = wounded
|
|
meet = no_meet
|
|
out_restr = zat_a2_sr_noweap
|
|
|
|
[walker@item_4] ; Ïîäõîäèì ê ñòîéêå
|
|
path_walk = zat_b14_stalker_1_walk_4
|
|
path_look = zat_b14_stalker_1_look_4
|
|
combat_ignore_cond = true
|
|
def_state_moving1 = walk
|
|
on_info ={=npc_in_zone(zat_b14_bar_zone)} %+zat_b14_stalker_change_smart%
|
|
meet = no_meet
|
|
out_restr = zat_a2_sr_noweap
|
|
|
|
;Íå äàëè àðòåôàêò
|
|
|
|
[walker@no_item] ;Èãðîê íå äàë àðòåôàêò, îáèäåëèñü
|
|
path_walk = zat_b14_stalker_1_walk_2
|
|
path_look = zat_b14_stalker_1_look_2
|
|
on_signal = zat_b14_stalker_sit | animpoint@offence
|
|
on_info = {=actor_in_zone(zat_b14_robbery_start)} walker@prerobbery %+zat_b14_stalker_robbery%
|
|
in_restr = zat_b14_not_give_item_zone
|
|
danger = danger_condition@go
|
|
combat_ignore_cond = {!actor_enemy} true
|
|
wounded = wounded
|
|
meet = no_meet
|
|
|
|
[animpoint@offence]
|
|
cover_name = zat_b14_stalker_1_anim
|
|
avail_animations = zat_b14_stay_wall
|
|
use_camp = false
|
|
on_info = {+zat_b14_give_item_stalker} walker@item %+zat_b14_stalkers_bandits_free%
|
|
on_info2 = {=actor_in_zone(zat_b14_robbery_start)} walker@prerobbery %+zat_b14_stalker_robbery%
|
|
in_restr = zat_b14_not_give_item_zone
|
|
danger = danger_condition@go
|
|
combat_ignore_cond = {!actor_enemy} true
|
|
wounded = wounded
|
|
meet = meet@stand
|
|
|
|
[meet@stand] ;Ïîñëåäíèé øàíñ èãðîêà îòäàòü àðòåôàêò
|
|
close_distance = 1
|
|
far_distance = 1
|
|
close_anim = nil
|
|
far_anim = nil
|
|
meet_dialog = {-zat_b14_dialog_last_chance_done} zat_b14_stalker_start_last_chance, zat_b14_stalker_start_last_chance_end
|
|
use = true
|
|
trade_enable = false
|
|
|
|
;Ãðàáèì èãðîêà
|
|
|
|
[walker@prerobbery] ;Îãðàáëåíèå
|
|
path_walk = zat_b14_stalker_1_walk_1
|
|
path_look = zat_b14_stalker_1_look_1_1
|
|
on_signal = end | remark@robbery
|
|
in_restr = zat_b14_not_give_item_zone
|
|
combat_ignore_cond = {!actor_enemy} true
|
|
danger = danger_condition@go
|
|
wounded = wounded
|
|
meet = no_meet
|
|
|
|
[remark@robbery] ;Îãðàáëåíèå
|
|
target = story | actor
|
|
anim = threat_na
|
|
snd_anim_sync = true
|
|
on_info = {+zat_b14_robbery_nowpn_actor +zat_b14_stalker_robbery_cutscene_start} companion@robbery
|
|
in_restr = zat_b14_not_give_item_zone
|
|
combat_ignore_cond = {!actor_enemy} true
|
|
danger = danger_condition@go
|
|
wounded = wounded
|
|
meet = no_meet
|
|
|
|
[companion@robbery] ;Áåæèì ãðàáèòü
|
|
on_actor_dist_le_nvis = 2 | remark@robbery_artefact
|
|
meet = no_meet
|
|
in_restr = zat_b14_not_give_item_zone
|
|
wounded = wounded
|
|
combat_ignore_cond = {!actor_enemy} true
|
|
danger = danger_condition@go
|
|
|
|
[remark@robbery_artefact] ;Äèàëîã îãðàáëåíèÿ
|
|
target = story | actor
|
|
anim = threat_na
|
|
snd_anim_sync = true
|
|
meet = meet@robbery
|
|
on_info = {+zat_b14_robbery_give_artefact} walker@item
|
|
on_info2 = {+zat_b14_robbery_not_give_artefact} remark@punch
|
|
in_restr = zat_b14_not_give_item_zone
|
|
wounded = wounded
|
|
combat_ignore_cond = {!actor_enemy} true
|
|
danger = danger_condition@go
|
|
|
|
[remark@punch] ;Óäàð ïî ìîðäå è åùå ñëîâåñíûé ïëåâîê â ìîðäó
|
|
target = story | actor
|
|
anim = punch
|
|
on_timer = 1000 | {-zat_b14_robbery_punch_play_sound} walker@fight %=actor_punch =hit_npc_from_actor(zat_b14_stalker_1) =play_sound(zat_b14_robbery_punch) +zat_b14_robbery_punch_play_sound%
|
|
meet = no_meet
|
|
wounded = wounded
|
|
combat_ignore_cond = {!actor_enemy} true
|
|
danger = danger_condition@go
|
|
|
|
[meet@robbery]
|
|
close_distance = 2
|
|
close_anim = threat_na
|
|
close_victim = actor
|
|
use = {!actor_enemy} self
|
|
trade_enable = false
|
|
allow_break = false
|
|
meet_dialog = zat_b14_stalker_robbery
|
|
|
|
[wounded] ;Íå äîëæåí áûòü ðàíåíûì
|
|
hp_state = 0|wounded_heavy@help_heavy
|
|
hp_state_see = 0|wounded_heavy@help_heavy
|
|
hp_victim = 0|nil
|
|
hp_fight = 0|false
|
|
hp_cover = 0|false
|
|
|
|
;Áîé
|
|
|
|
[walker@fight] ;Â áîé!
|
|
path_walk = zat_b14_stalker_1_walk_2
|
|
path_look = zat_b14_stalker_1_look_2
|
|
in_restr = zat_b14_not_give_item_zone
|
|
wounded = wounded
|
|
meet = no_meet
|
|
|
|
[walker@fight_2] ;Â áîé!
|
|
path_walk = zat_b14_stalker_1_walk_3
|
|
path_look = zat_b14_stalker_1_look_3
|
|
wounded = wounded
|
|
meet = no_meet |