e4s-sdk/gamedata/configs/scripts/zaton/zat_b7_stalker_raider.ltx
2026-06-17 23:06:51 +03:00

391 lines
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;Raider Leader
[logic@zat_b7_stalker_raider_leader]
active = walker@leader_start_first
prior = 200
suitable = {=check_npc_name(zat_b7_stalker_raider_leader) -zat_b7_stalkers_raiders_attack} true
post_combat_time = 0, 0
[walker@leader_start_first]
path_walk = zat_b7_raider_leader_start_walk
path_look = zat_b7_raider_leader_start_look
meet = meet@leader_start
def_state_standing = wait_na
on_info = {-zat_b7_bandit_boss_sultan_intro =see_actor} walker@leader_start_hello
on_info2 = {+zat_b7_task_fail} walker@leader_start
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
out_restr = zat_a2_sr_noweap
use_camp = false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
[walker@leader_start]
path_walk = zat_b7_raider_leader_start_walk
path_look = zat_b7_raider_leader_start_look
meet = meet@leader_start
def_state_standing = wait_na
on_game_timer = 250 | {-zat_b7_task_fail -zat_b7_bandit_boss_sultan_intro =dist_to_actor_le(6) =dist_to_actor_ge(3) =see_actor} walker@leader_start_hello
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
out_restr = zat_a2_sr_noweap
use_camp = false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
[walker@leader_start_hello]
path_walk = zat_b7_raider_leader_start_walk
path_look = zat_b7_raider_leader_start_look
def_state_standing = wait_na
meet = meet@leader_start_hello
on_game_timer = 50 | walker@leader_start
on_info = {+zat_b7_task_fail} walker@leader_start
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
out_restr = zat_a2_sr_noweap
use_camp = false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
[meet@leader_start]
close_distance = 0
close_anim = nil
close_snd_hello = nil
close_snd_bye = nil
close_victim = nil
far_distance = 0
trade_enable = false
use = {-zat_b7_raider_plan} false, {!actor_enemy} true
snd_on_use = {-zat_b7_raider_plan} meet_use_no_talk_leader
abuse = false
[meet@leader_start_hello]
close_anim = nil
close_snd_hello = nil
close_snd_bye = nil
close_victim = actor
far_distance = 10
far_anim = hello
far_victim = actor
far_snd = zat_b7_raiders_to_boss
trade_enable = false
use = {-zat_b7_raider_plan} false, {!actor_enemy} true
snd_on_use = {-zat_b7_raider_plan} meet_use_no_talk_leader
abuse = false
[logic@zat_b7_stalker_raider_leader_attack]
active = walker@leader_attack
prior = 200
suitable = {=is_alive(zat_b7_stalker_raider_leader) =check_npc_name(zat_b7_stalker_raider_leader) +zat_b7_stalkers_raiders_attack} true, {!is_alive(zat_b7_stalker_raider_leader) =target_squad_name(zat_b7_stalkers_raiders) +zat_b7_stalkers_raiders_attack =is_squad_commander} true
post_combat_time = 0, 0
[walker@leader_attack]
path_walk = leader_attack_start_walk
path_look = leader_attack_start_look
on_signal = path_end | %+zat_b7_stalkers_raiders_meet%
on_actor_dist_ge = 75 | {+zat_b7_actor_with_bandits +zat_b7_stalkers_raiders_meet} %=play_sound(zat_b7_raiders_ready_to_go)%
def_state_standing = guard_na
meet = meet@leader_start_attack
on_info = {=is_squad_enemy_to_actor(zat_b7_stalkers_victims_1) +zat_b7_stalkers_raiders_meet} camper@leader_attack %+zat_b7_stalkers_raiders_attack_started%, {+zat_b7_stalkers_raiders_attack_started +zat_b7_stalkers_raiders_meet} walker@leader_walk_to_position
on_info2 = {!squad_exist(zat_b7_stalkers_victims_1) -zat_b7_victims_disappeared -zat_b7_actor_killed_victims_self -zat_b7_stalkers_raiders_meet} %+zat_b7_actor_killed_victims_self +zat_b7_attack_started%
on_info3 = {-zat_b7_stalkers_raiders_meet =squad_in_zone(zat_b7_stalkers_raiders:zat_b7_sr_stalkers_raiders_attack)} %+zat_b7_stalkers_raiders_meet%
def_state_moving = assault
gather_items_enabled = false
corpse_detection_enabled = false
[meet@leader_start_attack]
close_anim = nil
close_snd_hello = nil
close_snd_bye = nil
close_victim = actor
trade_enable = false
close_distance = 0
far_distance = 0
snd_on_use = {=is_wounded} nil, {=actor_enemy} nil, {=has_enemy} meet_use_no_fight
use = {=is_wounded} false, {=actor_enemy} false, {=has_enemy} false, {-zat_b7_stalkers_raiders_attack_started} true, {+zat_b7_stalkers_raiders_attack_started} false
meet_dialog = zat_b7_stalkers_raiders_dialog
[walker@leader_walk_to_position]
path_walk = leader_to_position_walk
path_look = leader_to_position_look
on_signal = position | {!actor_enemy} %+zat_b7_stalker_raider_leader_on_position =play_sound(zat_b7_raiders_attack)%
on_info = {+zat_b7_stalker_raider_leader_on_position} camper@leader_attack
on_info2 = {+zat_b7_attack_started -zat_b7_victims_disappeared -zat_b7_actor_killed_victims_self} camper@leader_attack
on_info3 = {=is_squad_enemy_to_actor(zat_b7_stalkers_victims_1)} camper@leader_attack
on_info4 = {=squad_in_zone_all(zat_b7_stalkers_raiders:zat_b7_prepared_for_attack) !actor_enemy} %+zat_b7_stalker_raider_leader_on_position =play_sound(zat_b7_raiders_attack)%
team = zat_b7_stalkers_raiders
meet = no_meet
combat_ignore_cond = {!actor_enemy} true, false
def_state_moving = sneak_run
gather_items_enabled = false
corpse_detection_enabled = false
[camper@leader_attack]
path_walk = leader_attack_walk
path_look = leader_attack_look
no_retreat = true
on_info = {-zat_b7_attack_started} %+zat_b7_attack_started =set_squads_enemies(zat_b7_stalkers_raiders:zat_b7_stalkers_victims_1)%
on_info2 = {+zat_b7_attack_started +zat_b7_stalkers_victims_prepare -zat_b7_victims_disappeared} walker@leader_attack_2
on_signal = path_end | {+zat_b7_victims_disappeared} remark@leader_confuse, {-zat_b7_victims_disappeared} walker@leader_attack_2
meet = no_meet
def_state_moving = sneak_run
def_state_moving_fire = sneak_fire
radius = 0
;danger = danger@no_danger
gather_items_enabled = false
corpse_detection_enabled = false
[walker@leader_attack_2]
path_walk = leader_attack_walk
path_look = leader_attack_look
on_info = {+zat_b7_actor_killed_victims_self -zat_b7_actor_help_bandits} %+zat_b7_actor_help_bandits%
meet = no_meet
def_state_standing = hide_na
def_state_moving = assault
use_camp = false
gather_items_enabled = false
corpse_detection_enabled = false
[remark@leader_confuse]
on_info = %=play_sound(zat_b7_raiders_sneak_confuse)%
anim = threat
target = story | actor
on_signal = sound_end | walker@leader_rob_actor
[walker@leader_rob_actor]
path_walk = leader_attack_walk
path_look = leader_attack_look
def_state_moving = assault
def_state_standing = threat
on_actor_dist_ge_nvis = 50 | %+zat_b7_actor_refused_to_be_robbed%
meet = meet@leader_rob_actor
use_camp = false
gather_items_enabled = false
corpse_detection_enabled = false
[meet@leader_rob_actor]
close_distance = 25
close_victim = actor
close_anim = threat
use = {!actor_enemy -zat_b7_actor_robbed =dist_to_actor_le(25) =see_actor} self, {+zat_b7_actor_robbed} false, false
trade_enable = false
allow_break = false
meet_dialog = zat_b7_stalkers_raiders_dialog
[logic@zat_b7_stalker_raider_leader_after]
active = walker@leader_after
prior = 200
suitable = {=is_alive(zat_b7_stalker_raider_leader) =check_npc_name(zat_b7_stalker_raider_leader)} true, {!is_alive(zat_b7_stalker_raider_leader) =target_squad_name(zat_b7_stalkers_raiders) =is_squad_commander} true
post_combat_time = 0, 0
[walker@leader_after]
path_walk = stalker_victim_leader_walk
path_look = stalker_victim_leader_look
meet = meet@leader_after
on_actor_dist_le = 10 | {+zat_b7_actor_help_bandits +zat_b7_actor_really_helped_bandits -zat_b7_sound_play} %+zat_b7_sound_play =play_sound(zat_b7_raider_after_ok)%, {+zat_b7_actor_help_bandits -zat_b7_actor_really_helped_bandits -zat_b7_sound_play} %+zat_b7_sound_play =play_sound(zat_b7_raider_after_bad)%
def_state_moving = assault
corpse_detection_enabled = false
wounded = wounded@no_wound
use_camp = false
gather_items_enabled = false
corpse_detection_enabled = false
[wounded@no_wound]
hp_state = 0 | wounded_heavy@help_heavy
hp_state_see = 0 | wounded_heavy@help_heavy
hp_victim = 0 | nil
hp_cover = 0 | false
hp_fight = 0 | false
[meet@leader_after]
close_distance = 5
close_anim = nil
close_snd_hello = nil
close_snd_bye = nil
close_victim = nil
far_distance = 10
trade_enable = false
close_victim = actor
use = {=is_wounded} false, {=actor_enemy} false, {=has_enemy} false, {+zat_b7_actor_robbed} false, true
meet_dialog = zat_b7_stalkers_raiders_dialog
snd_on_use = nil
;Raider 1
[logic@zat_b7_stalker_raider_1_attack]
active = walker@attack_1
prior = 100
suitable = {=target_squad_name(zat_b7_stalkers_raiders) !check_npc_name(zat_b7_stalker_raider_leader) +zat_b7_stalkers_raiders_attack !is_squad_commander} true
post_combat_time = 0, 0
[walker@attack_1]
path_walk = 1_wait_walk
path_look = 1_wait_look
on_info = {=is_squad_enemy_to_actor(zat_b7_stalkers_victims) +zat_b7_stalkers_raiders_meet} camper@attack_1, {+zat_b7_stalkers_raiders_attack_started +zat_b7_stalkers_raiders_meet} walker@walk_to_position_1
def_state_standing = hide_na
def_state_moving = assault
meet = no_meet
gather_items_enabled = false
corpse_detection_enabled = false
[walker@walk_to_position_1]
path_walk = 1_to_position_walk
path_look = 1_to_position_look
on_info = {+zat_b7_stalker_raider_leader_on_position} camper@attack_1 %=play_sound(zat_b7_raiders_attack)%
on_info2 = {+zat_b7_attack_started -zat_b7_victims_disappeared -zat_b7_actor_killed_victims_self} camper@attack_1
on_info3 = {=is_squad_enemy_to_actor(zat_b7_stalkers_victims_1)} camper@attack_1
on_info4 = {!actor_enemy} %=play_sound(zat_b7_raider_sneak_comments_1)%
team = zat_b7_stalkers_raiders
meet = no_meet
combat_ignore_cond = {!actor_enemy} true, false
def_state_moving = sneak_run
gather_items_enabled = false
corpse_detection_enabled = false
[camper@attack_1]
path_walk = 2_attack_walk
path_look = 2_attack_look
no_retreat = true
radius = 0
meet = no_meet
def_state_moving = sneak_run
def_state_moving_fire = sneak_fire
on_signal = path_end | walker@attack_1_2
on_info = {+zat_b7_attack_started +zat_b7_stalkers_victims_prepare} walker@attack_1_2
;danger = danger@no_danger
gather_items_enabled = false
corpse_detection_enabled = false
[walker@attack_1_2]
path_walk = 2_attack_walk
path_look = 2_attack_look
meet = no_meet
def_state_standing = hide_na
def_state_moving = assault
use_camp = false
gather_items_enabled = false
corpse_detection_enabled = false
;Raider 2
[logic@zat_b7_stalker_raider_2_attack]
active = walker@attack_2
prior = 100
suitable = {=target_squad_name(zat_b7_stalkers_raiders) !check_npc_name(zat_b7_stalker_raider_leader) +zat_b7_stalkers_raiders_attack !is_squad_commander} true
post_combat_time = 0, 0
[walker@attack_2]
path_walk = 2_wait_walk
path_look = 2_wait_look
def_state_standing = hide_na
on_info = {=is_squad_enemy_to_actor(zat_b7_stalkers_victims) +zat_b7_stalkers_raiders_meet} camper@attack_2, {+zat_b7_stalkers_raiders_attack_started +zat_b7_stalkers_raiders_meet} walker@walk_to_position_2
def_state_moving = assault
meet = no_meet
gather_items_enabled = false
corpse_detection_enabled = false
[walker@walk_to_position_2]
path_walk = 2_to_position_walk
path_look = 2_to_position_look
on_info = {+zat_b7_stalker_raider_leader_on_position} camper@attack_2 %=play_sound(zat_b7_raiders_attack)%
on_info2 = {+zat_b7_attack_started -zat_b7_victims_disappeared -zat_b7_actor_killed_victims_self} camper@attack_2
on_info3 = {=is_squad_enemy_to_actor(zat_b7_stalkers_victims_1)} camper@attack_2
on_game_timer = 15 | {!actor_enemy} %=play_sound(zat_b7_raider_sneak_comments_2)%
team = zat_b7_stalkers_raiders
meet = no_meet
combat_ignore_cond = {!actor_enemy} true, false
def_state_moving = sneak_run
gather_items_enabled = false
corpse_detection_enabled = false
[camper@attack_2]
path_walk = 1_attack_walk
path_look = 1_attack_look
no_retreat = true
meet = no_meet
radius = 0
def_state_moving = sneak_run
def_state_moving_fire = sneak_fire
on_signal = path_end | walker@attack_2_2
on_info = {+zat_b7_attack_started +zat_b7_stalkers_victims_prepare} walker@attack_2_2
;danger = danger@no_danger
gather_items_enabled = false
corpse_detection_enabled = false
[walker@attack_2_2]
path_walk = 1_attack_walk
path_look = 1_attack_look
meet = no_meet
def_state_standing = hide_na
def_state_moving = assault
use_camp = false
gather_items_enabled = false
corpse_detection_enabled = false
;Raider 3
[logic@zat_b7_stalker_raider_3_attack]
active = walker@attack_3
prior = 100
suitable = {=target_squad_name(zat_b7_stalkers_raiders) !check_npc_name(zat_b7_stalker_raider_leader) +zat_b7_stalkers_raiders_attack !is_squad_commander} true
post_combat_time = 0, 0
[walker@attack_3]
path_walk = 3_wait_walk
path_look = 3_wait_look
def_state_standing = hide_na
on_info = {=is_squad_enemy_to_actor(zat_b7_stalkers_victims) +zat_b7_stalkers_raiders_meet} camper@attack_3, {+zat_b7_stalkers_raiders_attack_started +zat_b7_stalkers_raiders_meet} walker@walk_to_position_3
def_state_moving = assault
meet = no_meet
gather_items_enabled = false
corpse_detection_enabled = false
[walker@walk_to_position_3]
path_walk = 3_to_position_walk
path_look = 3_to_position_look
on_info = {+zat_b7_stalker_raider_leader_on_position} camper@attack_3 %=play_sound(zat_b7_raiders_attack)%
on_info2 = {+zat_b7_attack_started -zat_b7_victims_disappeared -zat_b7_actor_killed_victims_self} camper@attack_3
on_info3 = {=is_squad_enemy_to_actor(zat_b7_stalkers_victims_1)} camper@attack_3
on_game_timer = 35 | {!actor_enemy} %=play_sound(zat_b7_raider_sneak_comments_3)%
team = zat_b7_stalkers_raiders
meet = no_meet
combat_ignore_cond = {!actor_enemy} true, false
def_state_moving = sneak_run
gather_items_enabled = false
corpse_detection_enabled = false
[camper@attack_3]
path_walk = 3_attack_walk
path_look = 3_attack_look
no_retreat = true
meet = no_meet
radius = 0
def_state_moving = sneak_run
def_state_moving_fire = sneak_fire
on_signal = path_end | walker@attack_3_2
on_info = {+zat_b7_attack_started +zat_b7_stalkers_victims_prepare} walker@attack_3_2
;danger = danger@no_danger
gather_items_enabled = false
corpse_detection_enabled = false
[walker@attack_3_2]
path_walk = 3_attack_walk
path_look = 3_attack_look
meet = no_meet
def_state_standing = hide_na
def_state_moving = assault
use_camp = false
gather_items_enabled = false
corpse_detection_enabled = false