[93]
; cse_abstract properties
section_name = stalker
name = esc_lager1
position = -209.067367553711,-19.7512016296387,-132.083114624023
direction = 0.062321275472641,0.00316426996141672,0.0140644172206521
; cse_alife_trader_abstract properties
money = 5000
character_profile = esc_stalker_novice
; cse_alife_object properties
game_vertex_id = 61
distance = 9.80000019073486
level_vertex_id = 43968
object_flags = 0xffffffbf
custom_data = <<END
[smart_terrains]
esc_lager = true
[spawn]
conserva
END
; cse_visual properties
visual_name = actors\novice\green_stalker_2
; cse_alife_creature_abstract properties
g_team = 0
g_squad = 1
g_group = 5
health = 1
dynamic_out_restrictions =
dynamic_in_restrictions =
upd:health = 1
upd:timestamp = 0x617a6b75
upd:creature_flags = 0x6b
upd:position = -209.067367553711,-19.7512016296387,-132.083114624023
upd:o_model = 0
upd:o_torso = 0.00316426996141672,0.062321275472641,0
upd:g_team = 0
upd:g_squad = 1
upd:g_group = 5
; cse_alife_monster_abstract properties
upd:next_game_vertex_id = 65535
upd:prev_game_vertex_id = 65535
upd:distance_from_point = 0
upd:distance_to_point = 0
; cse_alife_human_abstract properties
predicate5 = 2,2,0,1,1
predicate4 = 0,2,0,2
; cse_ph_skeleton properties
upd:start_dialog =
; se_stalker properties
[94]
; cse_abstract properties
section_name = stalker
name = esc_lager2
position = -207.545303344727,-20.132755279541,-143.41960144043
direction = 0.0524457320570946,-0.000378208060283214,0.00721459882333875
; cse_alife_trader_abstract properties
money = 5000
character_profile = esc_stalker_novice
; cse_alife_object properties
game_vertex_id = 61
distance = 7.69999980926514
level_vertex_id = 45939
object_flags = 0xffffffbf
custom_data = <<END
[smart_terrains]
esc_lager = true
[spawn]
bandage
END
; cse_visual properties
visual_name = actors\novice\green_stalker_10
; cse_alife_creature_abstract properties
g_team = 0
g_squad = 1
g_group = 5
health = 1
dynamic_out_restrictions =
dynamic_in_restrictions =
upd:health = 1
upd:timestamp = 0x302e3120
upd:creature_flags = 0x2c
upd:position = -207.545303344727,-20.132755279541,-143.41960144043
upd:o_model = 0
upd:o_torso = -0.000378208060283214,0.0524457320570946,0
upd:g_team = 0
upd:g_squad = 1
upd:g_group = 5
; cse_alife_monster_abstract properties
upd:next_game_vertex_id = 65535
upd:prev_game_vertex_id = 65535
upd:distance_from_point = 0
upd:distance_to_point = 0
; cse_alife_human_abstract properties
predicate5 = 0,2,1,2,2
predicate4 = 2,1,0,0
; cse_ph_skeleton properties
upd:start_dialog =
; se_stalker properties
[95]
; cse_abstract properties
section_name = stalker
name = esc_lager3
position = -208.513275146484,-20.196496963501,-142.836471557617
direction = 0.0623209699988365,0.00314259831793606,0.0140657667070627
; cse_alife_trader_abstract properties
money = 5000
character_profile = esc_stalker_novice
; cse_alife_object properties
game_vertex_id = 61
distance = 5.59999990463257
level_vertex_id = 44620
object_flags = 0xffffffbf
custom_data = <<END
[smart_terrains]
esc_lager = true
[spawn]
bread
END
; cse_visual properties
visual_name = actors\novice\green_stalker_6
; cse_alife_creature_abstract properties
g_team = 0
g_squad = 1
g_group = 5
health = 1
dynamic_out_restrictions =
dynamic_in_restrictions =
upd:health = 1
upd:timestamp = 0x302e3020
upd:creature_flags = 0x36
upd:position = -208.513275146484,-20.196496963501,-142.836471557617
upd:o_model = 0
upd:o_torso = 0.00314259831793606,0.0623209699988365,0
upd:g_team = 0
upd:g_squad = 1
upd:g_group = 5
; cse_alife_monster_abstract properties
upd:next_game_vertex_id = 65535
upd:prev_game_vertex_id = 65535
upd:distance_from_point = 0
upd:distance_to_point = 0
; cse_alife_human_abstract properties
predicate5 = 0,2,0,2,0
predicate4 = 1,2,2,0
; cse_ph_skeleton properties
upd:start_dialog =
; se_stalker properties
if type == "esc_lager" then
-- îőđŕííčęč
t = { section = "logic@esc_lager_zoneguard1",
idle = 0,
prior = 9, state = {0, 1},
in_rest = "", out_rest = "esc_lager_guard_kill_zone",
}
table.insert(sj, t)
t = { section = "logic@esc_lager_zoneguard2",
idle = 0,
prior = 9, state = {0, 1},
in_rest = "", out_rest = "esc_lager_guard_kill_zone",
}
table.insert(sj, t)
t = { section = "logic@esc_lager_walker3",
idle = 0,
prior = 8, state = {0, 1},
in_rest = "", out_rest = "esc_lager_guard_kill_zone"
}
table.insert(sj, t)
t = { section = "logic@esc_lager_walker4",
idle = 0,
prior = 8, state = {0, 1},
in_rest = "", out_rest = "esc_lager_guard_kill_zone"
}
table.insert(sj, t)
-- ó ęîńňđŕ äí¸ě
t = { section = "logic@esc_lager_kamp1",
idle = 0,
prior = 6, state = {0},
in_rest = "", out_rest = "esc_lager_guard_kill_zone"
}
table.insert(sj, t)
t = { section = "logic@esc_lager_kamp1",
idle = 0,
prior = 6, state = {0},
in_rest = "", out_rest = "esc_lager_guard_kill_zone"
}
table.insert(sj, t)
t = { section = "logic@esc_lager_kamp1",
idle = 0,
prior = 6, state = {0},
in_rest = "", out_rest = "esc_lager_guard_kill_zone"
}
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