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		<title>S.T.A.L.K.E.R. Inside Wiki - Вклад участника [ru]</title>
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		<title>Сложный квест на оборону лагеря</title>
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				<updated>2011-03-29T08:40:37Z</updated>
		
		<summary type="html">&lt;p&gt;85.26.234.22: Если следовать пошаговой шнструкции, то создадите квест на оборону лагеря.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Сейчас мы создадим сложный квест на оборону лагеря! &lt;br /&gt;
&lt;br /&gt;
Что нам потребуется? &lt;br /&gt;
&lt;br /&gt;
• system.ltx • character_desc_escape.xml • spawn_sections.ltx &lt;br /&gt;
&lt;br /&gt;
Хватит страдать фигнёй, приступим к работе! &lt;br /&gt;
&lt;br /&gt;
Пошаговое создание: &lt;br /&gt;
&lt;br /&gt;
Часть 1 (Создание и подготовка файлов): &lt;br /&gt;
&lt;br /&gt;
1. Зарегистрируем пустой файл для info_portions … &lt;br /&gt;
&lt;br /&gt;
Открываем файл system.ltx, находим вот это – «[info_portions]» . Нашли? Нет? Ну тогда «Ctrl+f» и задаёте [info_portions]… Теперь наверно нашли… Мы видим под этой «штукой» вот такое: &lt;br /&gt;
список xml файлов, содержащих info_portions &lt;br /&gt;
&lt;br /&gt;
files = info_portions, info_portions_light, info_portions_test, info_lchanger_ico, info_level_tips, info_known_objects, info_l01escape, info_l02garbage, info_l03agroprom, info_l04agroprom_u, info_l05dark_valley, info_l06dark_valley_u, info_l07rostok, info_l08yantar, info_l08deadcity, info_l08rostok_bar, info_l09marshes, info_l09rostok_dolg, info_l10military, info_l11pripyat, info_l11yantar, info_l12yantar_u, info_l13deadcity, info_l14swamp, info_l10radar, info_l16radar_antena, info_l17monolith_control, info_l19stanciya, info_l12u_sarcofag, info_l21generators, info_l22warlab, info_stories &lt;br /&gt;
&lt;br /&gt;
А мы дописываем в конец «info_new» (укажите перед ней запятую) и получим вот такую конструкцию: &lt;br /&gt;
список xml файлов, содержащих info_portions &lt;br /&gt;
&lt;br /&gt;
files = info_portions, info_portions_light, info_portions_test, info_lchanger_ico, info_level_tips, info_known_objects, info_l01escape, info_l02garbage, info_l03agroprom, info_l04agroprom_u, info_l05dark_valley, info_l06dark_valley_u, info_l07rostok, info_l08yantar, info_l08deadcity, info_l08rostok_bar, info_l09marshes, info_l09rostok_dolg, info_l10military, info_l11pripyat, info_l11yantar, info_l12yantar_u, info_l13deadcity, info_l14swamp, info_l10radar, info_l16radar_antena, info_l17monolith_control, info_l19stanciya, info_l12u_sarcofag, info_l21generators, info_l22warlab, info_stories, info_new &lt;br /&gt;
&lt;br /&gt;
1.2 Создадим этот файл: (В config\ gameplay) создаём файл с названием (без кавычек), а в нём такую схему: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;?xml version=&amp;quot;1.0&amp;quot; encoding=&amp;quot;windows-1251&amp;quot; ?&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;game_information_portions&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/game_information_portions&amp;gt; &lt;br /&gt;
&lt;br /&gt;
2. Шаг №2: Зарегистрируем пустой файл для диалогов… В этом же файле находим: &lt;br /&gt;
&lt;br /&gt;
[dialogs] files = dialogs_test, dialogs, dialogs_escape, dialogs_garbage, dialogs_agroprom, dialogs_deadcity, dialogs_darkvalley, dialogs_pripyat, dialogs_bar, dialogs_yantar, dialogs_military, dialogs_labx18, dialogs_radar, dialogs_aes, dialogs_teloxranitel &lt;br /&gt;
&lt;br /&gt;
И проделываем то, что делали с info_portions… (Приписываем ещё одну ветку) &lt;br /&gt;
&lt;br /&gt;
И получим: [dialogs] files = dialogs_test, dialogs, dialogs_escape, dialogs_garbage, dialogs_agroprom, dialogs_deadcity, dialogs_darkvalley, dialogs_pripyat, dialogs_bar, dialogs_yantar, dialogs_military, dialogs_labx18, dialogs_radar, dialogs_aes, dialogs_teloxranitel, dialogs_new &lt;br /&gt;
&lt;br /&gt;
2.2 Создадим этот файл (В config\gameplay): &lt;br /&gt;
&lt;br /&gt;
Название: (Без кавычек) «dialogs_new.xml», а в нём такая схема: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;?xml version=&amp;quot;1.0&amp;quot; encoding=&amp;quot;windows-1251&amp;quot; standalone=&amp;quot;yes&amp;quot; ?&amp;gt; &amp;lt;game_dialogs&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/game_dialogs&amp;gt; &lt;br /&gt;
&lt;br /&gt;
3. Шаг №3 Зарегистрируем XML файл для квеста: &lt;br /&gt;
&lt;br /&gt;
Находим: (В config\gameplay) файл с названием (Без кавычек) «game_tasks.xml», а в нём находим строки: &lt;br /&gt;
include &amp;quot;gameplay\tasks_escape.xml&amp;quot; &lt;br /&gt;
include &amp;quot;gameplay\tasks_garbage.xml&amp;quot; &lt;br /&gt;
include &amp;quot;gameplay\tasks_agroprom.xml&amp;quot; &lt;br /&gt;
include &amp;quot;gameplay\tasks_bar.xml&amp;quot; &lt;br /&gt;
include &amp;quot;gameplay\tasks_military.xml&amp;quot; &lt;br /&gt;
include &amp;quot;gameplay\tasks_darkvalley.xml&amp;quot; &lt;br /&gt;
include &amp;quot;gameplay\tasks_deadcity.xml&amp;quot; &lt;br /&gt;
include &amp;quot;gameplay\tasks_radar.xml&amp;quot; &lt;br /&gt;
include &amp;quot;gameplay\tasks_aes.xml&amp;quot; &lt;br /&gt;
include &amp;quot;gameplay\tasks_yantar.xml&amp;quot; &lt;br /&gt;
include &amp;quot;gameplay\tasks_sarcofag.xml&amp;quot; &lt;br /&gt;
include &amp;quot;gameplay\game_tasks_by_vendor.xml&amp;quot; &lt;br /&gt;
&lt;br /&gt;
И заменяем на: &lt;br /&gt;
include &amp;quot;gameplay\tasks_escape.xml&amp;quot; &lt;br /&gt;
include &amp;quot;gameplay\tasks_new.xml&amp;quot; &lt;br /&gt;
include &amp;quot;gameplay\tasks_garbage.xml&amp;quot; &lt;br /&gt;
include &amp;quot;gameplay\tasks_agroprom.xml&amp;quot; &lt;br /&gt;
include &amp;quot;gameplay\tasks_bar.xml&amp;quot; &lt;br /&gt;
include &amp;quot;gameplay\tasks_military.xml&amp;quot; &lt;br /&gt;
include &amp;quot;gameplay\tasks_darkvalley.xml&amp;quot; &lt;br /&gt;
include &amp;quot;gameplay\tasks_deadcity.xml&amp;quot; &lt;br /&gt;
include &amp;quot;gameplay\tasks_radar.xml&amp;quot; &lt;br /&gt;
include &amp;quot;gameplay\tasks_aes.xml&amp;quot; &lt;br /&gt;
include &amp;quot;gameplay\tasks_yantar.xml&amp;quot; &lt;br /&gt;
include &amp;quot;gameplay\tasks_sarcofag.xml&amp;quot; &lt;br /&gt;
include &amp;quot;gameplay\game_tasks_by_vendor.xml&amp;quot; &lt;br /&gt;
&lt;br /&gt;
P.S. Мы в него добавили одну строку - #include &amp;quot;gameplay\tasks_new.xml&amp;quot; &lt;br /&gt;
&lt;br /&gt;
3.2 Заполним этот файл: (В gameplay) Создаём файл с названием (Без кавычек) «gameplay\tasks_new.xml»… &lt;br /&gt;
&lt;br /&gt;
4. Шаг №4 Зарегистрируем файл с профилями! (Я уже устал разъяснять, буду просто писать «что» на «что» заменить) &lt;br /&gt;
&lt;br /&gt;
Заменить: &lt;br /&gt;
&lt;br /&gt;
[profiles] &lt;br /&gt;
список xml файлов, содержащих профили сталкеров и торговцев &lt;br /&gt;
&lt;br /&gt;
files = npc_profile &lt;br /&gt;
список xml файлов, содержащих описания конкретных сталкеров и торговцев &lt;br /&gt;
&lt;br /&gt;
specific_characters_files = character_desc_general, character_desc_simulation,character_desc_escape, character_desc_garbage, character_desc_agroprom, character_desc_darkvalley, character_desc_deadcity, character_desc_bar, character_desc_yantar, character_desc_military, character_desc_radar, character_desc_pripyat, character_desc_aes, character_desc_kishka, character_desc_sarcofag &lt;br /&gt;
&lt;br /&gt;
На: &lt;br /&gt;
&lt;br /&gt;
[profiles] &lt;br /&gt;
список xml файлов, содержащих профили сталкеров и торговцев &lt;br /&gt;
&lt;br /&gt;
files = npc_profile, npc_profile_new &lt;br /&gt;
список xml файлов, содержащих описания конкретных сталкеров и торговцев &lt;br /&gt;
&lt;br /&gt;
specific_characters_files = character_desc_general, character_desc_simulation,character_desc_escape, character_desc_garbage, character_desc_agroprom, character_desc_darkvalley, character_desc_deadcity, character_desc_bar, character_desc_yantar, character_desc_military, character_desc_radar, character_desc_pripyat, character_desc_aes, character_desc_kishka, character_desc_sarcofag, new_profils_chareng &lt;br /&gt;
&lt;br /&gt;
4.2 Создадим в папке «gameplay» 2 файла, с названиями (без кавычек) «new_profils_chareng.xml» и «npc_profile_new.xml»… &lt;br /&gt;
&lt;br /&gt;
В «npc_profile_new.xml» пишем: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;?xml version='1.0' encoding=&amp;quot;UTF-8&amp;quot;?&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;xml&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/xml&amp;gt; &lt;br /&gt;
&lt;br /&gt;
4.3 В «new_profils_chareng.xml» пишем: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;?xml version='1.0' encoding=&amp;quot;windows-1251&amp;quot;?&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;xml&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/xml&amp;gt; &lt;br /&gt;
&lt;br /&gt;
5. Создаём в папке «gamedata\scripts» файл с названием «new_dialog.script». &lt;br /&gt;
&lt;br /&gt;
Часть 2 (Заполнение файлов): &lt;br /&gt;
&lt;br /&gt;
1. Создадим профиль нападающих на лагерь NPC. &lt;br /&gt;
&lt;br /&gt;
Открываем файл: «new_profils_chareng.xml» и в нём пишем между &amp;lt;xml&amp;gt; и &amp;lt;/xml&amp;gt;: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;specific_character id=&amp;quot;esc_new_atack_bandit1&amp;quot; no_random = &amp;quot;1&amp;quot;&amp;gt; &amp;lt;name&amp;gt;Петушара&amp;lt;/name&amp;gt; &amp;lt;icon&amp;gt;ui_npc_u_stalker_bandit_3&amp;lt;/icon&amp;gt; &amp;lt;map_icon x=&amp;quot;1&amp;quot; y=&amp;quot;4&amp;quot;&amp;gt;&amp;lt;/map_icon&amp;gt; &amp;lt;bio&amp;gt;esc_new_atack_bandit1_bio&amp;lt;/bio&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;class&amp;gt;esc_new_atack_bandit1&amp;lt;/class&amp;gt; &amp;lt;community&amp;gt;bandit&amp;lt;/community&amp;gt; &amp;lt;money min=&amp;quot;10000&amp;quot; max=&amp;quot;100000&amp;quot; infinitive=&amp;quot;0&amp;quot;&amp;gt;&amp;lt;/money&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;rank&amp;gt;1300&amp;lt;/rank&amp;gt; &amp;lt;reputation&amp;gt;50&amp;lt;/reputation&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;visual&amp;gt;actors\bandit\stalker_bandit_3&amp;lt;/visual&amp;gt; &amp;lt;snd_config&amp;gt;characters_voice\human_01\bandit\&amp;lt;/snd_config&amp;gt; &amp;lt;crouch_type&amp;gt;1&amp;lt;/crouch_type&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;supplies&amp;gt; [spawn] \n wpn_ak74 = 1, scope \n ammo_5.45x39_fmj = 1 \n &amp;lt;/supplies&amp;gt; &lt;br /&gt;
                 &amp;lt;start_dialog&amp;gt;hello_dialog&amp;lt;/start_dialog&amp;gt; &lt;br /&gt;
                &amp;lt;actor_dialog&amp;gt;dm_help_wounded_medkit_dialog&amp;lt;/actor_dialog&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/specific_character&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;specific_character id=&amp;quot;esc_new_atack_bandit2&amp;quot; no_random = &amp;quot;1&amp;quot;&amp;gt; &amp;lt;name&amp;gt;GENERATE_NAME_stalker&amp;lt;/name&amp;gt; &amp;lt;icon&amp;gt;ui_npc_u_stalker_bandit_3&amp;lt;/icon&amp;gt; &amp;lt;map_icon x=&amp;quot;1&amp;quot; y=&amp;quot;4&amp;quot;&amp;gt;&amp;lt;/map_icon&amp;gt; &amp;lt;bio&amp;gt;esc_new_atack_bandit2_bio&amp;lt;/bio&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;class&amp;gt;esc_new_atack_bandit2&amp;lt;/class&amp;gt; &amp;lt;community&amp;gt;bandit&amp;lt;/community&amp;gt; &amp;lt;money min=&amp;quot;10000&amp;quot; max=&amp;quot;100000&amp;quot; infinitive=&amp;quot;0&amp;quot;&amp;gt;&amp;lt;/money&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;rank&amp;gt;1200&amp;lt;/rank&amp;gt; &amp;lt;reputation&amp;gt;50&amp;lt;/reputation&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;visual&amp;gt;actors\bandit\stalker_bandit_3&amp;lt;/visual&amp;gt; &amp;lt;snd_config&amp;gt;characters_voice\human_01\bandit\&amp;lt;/snd_config&amp;gt; &amp;lt;crouch_type&amp;gt;1&amp;lt;/crouch_type&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;supplies&amp;gt; [spawn] \n wpn_ak74 = 1, scope \n ammo_5.45x39_fmj = 1 \n &amp;lt;/supplies&amp;gt; &lt;br /&gt;
                 &amp;lt;start_dialog&amp;gt;hello_dialog&amp;lt;/start_dialog&amp;gt; &lt;br /&gt;
                &amp;lt;actor_dialog&amp;gt;dm_help_wounded_medkit_dialog&amp;lt;/actor_dialog&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/specific_character&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;specific_character id=&amp;quot;esc_new_atack_bandit3&amp;quot; no_random = &amp;quot;1&amp;quot;&amp;gt; &amp;lt;name&amp;gt;GENERATE_NAME_stalker&amp;lt;/name&amp;gt; &amp;lt;icon&amp;gt;ui_npc_u_stalker_bandit_3&amp;lt;/icon&amp;gt; &amp;lt;map_icon x=&amp;quot;1&amp;quot; y=&amp;quot;4&amp;quot;&amp;gt;&amp;lt;/map_icon&amp;gt; &amp;lt;bio&amp;gt;esc_new_atack_bandit3_bio&amp;lt;/bio&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;class&amp;gt;esc_new_atack_bandit3&amp;lt;/class&amp;gt; &amp;lt;community&amp;gt;bandit&amp;lt;/community&amp;gt; &amp;lt;money min=&amp;quot;10000&amp;quot; max=&amp;quot;100000&amp;quot; infinitive=&amp;quot;0&amp;quot;&amp;gt;&amp;lt;/money&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;rank&amp;gt;1200&amp;lt;/rank&amp;gt; &amp;lt;reputation&amp;gt;50&amp;lt;/reputation&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;visual&amp;gt;actors\bandit\stalker_bandit_3&amp;lt;/visual&amp;gt; &amp;lt;snd_config&amp;gt;characters_voice\human_01\bandit\&amp;lt;/snd_config&amp;gt; &amp;lt;crouch_type&amp;gt;1&amp;lt;/crouch_type&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;supplies&amp;gt; [spawn] \n wpn_ak74 = 1, scope \n ammo_5.45x39_fmj = 1 \n &amp;lt;/supplies&amp;gt; &lt;br /&gt;
                 &amp;lt;start_dialog&amp;gt;hello_dialog&amp;lt;/start_dialog&amp;gt; &lt;br /&gt;
                &amp;lt;actor_dialog&amp;gt;dm_help_wounded_medkit_dialog&amp;lt;/actor_dialog&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/specific_character&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;specific_character id=&amp;quot;esc_new_atack_bandit4&amp;quot; no_random = &amp;quot;1&amp;quot;&amp;gt; &amp;lt;name&amp;gt;GENERATE_NAME_stalker&amp;lt;/name&amp;gt; &amp;lt;icon&amp;gt;ui_npc_u_stalker_bandit_3&amp;lt;/icon&amp;gt; &amp;lt;map_icon x=&amp;quot;1&amp;quot; y=&amp;quot;4&amp;quot;&amp;gt;&amp;lt;/map_icon&amp;gt; &amp;lt;bio&amp;gt;esc_new_atack_bandit4_bio&amp;lt;/bio&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;class&amp;gt;esc_new_atack_bandit4&amp;lt;/class&amp;gt; &amp;lt;community&amp;gt;bandit&amp;lt;/community&amp;gt; &amp;lt;money min=&amp;quot;10000&amp;quot; max=&amp;quot;100000&amp;quot; infinitive=&amp;quot;0&amp;quot;&amp;gt;&amp;lt;/money&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;rank&amp;gt;1200&amp;lt;/rank&amp;gt; &amp;lt;reputation&amp;gt;50&amp;lt;/reputation&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;visual&amp;gt;actors\bandit\stalker_bandit_3&amp;lt;/visual&amp;gt; &amp;lt;snd_config&amp;gt;characters_voice\human_01\bandit\&amp;lt;/snd_config&amp;gt; &amp;lt;crouch_type&amp;gt;1&amp;lt;/crouch_type&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;supplies&amp;gt; [spawn] \n wpn_ak74 = 1, scope \n ammo_5.45x39_fmj = 1 \n &amp;lt;/supplies&amp;gt; &lt;br /&gt;
                 &amp;lt;start_dialog&amp;gt;hello_dialog&amp;lt;/start_dialog&amp;gt; &lt;br /&gt;
                &amp;lt;actor_dialog&amp;gt;dm_help_wounded_medkit_dialog&amp;lt;/actor_dialog&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/specific_character&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;specific_character id=&amp;quot;esc_new_atack_bandit5&amp;quot; no_random = &amp;quot;1&amp;quot;&amp;gt; &amp;lt;name&amp;gt;GENERATE_NAME_stalker&amp;lt;/name&amp;gt; &amp;lt;icon&amp;gt;ui_npc_u_stalker_bandit_3&amp;lt;/icon&amp;gt; &amp;lt;map_icon x=&amp;quot;1&amp;quot; y=&amp;quot;4&amp;quot;&amp;gt;&amp;lt;/map_icon&amp;gt; &amp;lt;bio&amp;gt;esc_new_atack_bandit5_bio&amp;lt;/bio&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;class&amp;gt;esc_new_atack_bandit5&amp;lt;/class&amp;gt; &amp;lt;community&amp;gt;bandit&amp;lt;/community&amp;gt; &amp;lt;money min=&amp;quot;10000&amp;quot; max=&amp;quot;100000&amp;quot; infinitive=&amp;quot;0&amp;quot;&amp;gt;&amp;lt;/money&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;rank&amp;gt;1200&amp;lt;/rank&amp;gt; &amp;lt;reputation&amp;gt;50&amp;lt;/reputation&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;visual&amp;gt;actors\bandit\stalker_bandit_3&amp;lt;/visual&amp;gt; &amp;lt;snd_config&amp;gt;characters_voice\human_01\bandit\&amp;lt;/snd_config&amp;gt; &amp;lt;crouch_type&amp;gt;1&amp;lt;/crouch_type&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;supplies&amp;gt; [spawn] \n wpn_ak74 = 1, scope \n ammo_5.45x39_fmj = 1 \n &amp;lt;/supplies&amp;gt; &lt;br /&gt;
                 &amp;lt;start_dialog&amp;gt;hello_dialog&amp;lt;/start_dialog&amp;gt; &lt;br /&gt;
                &amp;lt;actor_dialog&amp;gt;dm_help_wounded_medkit_dialog&amp;lt;/actor_dialog&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/specific_character&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;specific_character id=&amp;quot;esc_new_atack_bandit6&amp;quot; no_random = &amp;quot;1&amp;quot;&amp;gt; &amp;lt;name&amp;gt;GENERATE_NAME_stalker&amp;lt;/name&amp;gt; &amp;lt;icon&amp;gt;ui_npc_u_stalker_bandit_3&amp;lt;/icon&amp;gt; &amp;lt;map_icon x=&amp;quot;1&amp;quot; y=&amp;quot;4&amp;quot;&amp;gt;&amp;lt;/map_icon&amp;gt; &amp;lt;bio&amp;gt;esc_new_atack_bandit6_bio&amp;lt;/bio&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;class&amp;gt;esc_new_atack_bandit6&amp;lt;/class&amp;gt; &amp;lt;community&amp;gt;bandit&amp;lt;/community&amp;gt; &amp;lt;money min=&amp;quot;10000&amp;quot; max=&amp;quot;100000&amp;quot; infinitive=&amp;quot;0&amp;quot;&amp;gt;&amp;lt;/money&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;rank&amp;gt;1200&amp;lt;/rank&amp;gt; &amp;lt;reputation&amp;gt;50&amp;lt;/reputation&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;visual&amp;gt;actors\bandit\stalker_bandit_3&amp;lt;/visual&amp;gt; &amp;lt;snd_config&amp;gt;characters_voice\human_01\bandit\&amp;lt;/snd_config&amp;gt; &amp;lt;crouch_type&amp;gt;1&amp;lt;/crouch_type&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;supplies&amp;gt; [spawn] \n wpn_ak74 = 1, scope \n ammo_5.45x39_fmj = 1 \n &amp;lt;/supplies&amp;gt; &lt;br /&gt;
                 &amp;lt;start_dialog&amp;gt;hello_dialog&amp;lt;/start_dialog&amp;gt; &lt;br /&gt;
                &amp;lt;actor_dialog&amp;gt;dm_help_wounded_medkit_dialog&amp;lt;/actor_dialog&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/specific_character&amp;gt; &lt;br /&gt;
&lt;br /&gt;
6. Создадим их профили! Открываем файл: «npc_profile_new.xml», а в нём пишем: &lt;br /&gt;
&lt;br /&gt;
(Между &amp;lt;xml&amp;gt; и &amp;lt;/xml&amp;gt;) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;character id=&amp;quot;esc_new_atack_bandit1&amp;quot;&amp;gt; &amp;lt;class&amp;gt;esc_new_atack_bandit1&amp;lt;/class&amp;gt; &amp;lt;specific_character&amp;gt;esc_new_atack_bandit1&amp;lt;/specific_character&amp;gt; &amp;lt;/character&amp;gt; &amp;lt;character id=&amp;quot;esc_new_atack_bandit2&amp;quot;&amp;gt; &amp;lt;class&amp;gt;esc_new_atack_bandit2&amp;lt;/class&amp;gt; &amp;lt;specific_character&amp;gt;esc_new_atack_bandit2&amp;lt;/specific_character&amp;gt; &amp;lt;/character&amp;gt; &amp;lt;character id=&amp;quot;esc_new_atack_bandit3&amp;quot;&amp;gt; &amp;lt;class&amp;gt;esc_new_atack_bandit3&amp;lt;/class&amp;gt; &amp;lt;specific_character&amp;gt;esc_new_atack_bandit3&amp;lt;/specific_character&amp;gt; &amp;lt;/character&amp;gt; &amp;lt;character id=&amp;quot;esc_new_atack_bandit4&amp;quot;&amp;gt; &amp;lt;class&amp;gt;esc_new_atack_bandit4&amp;lt;/class&amp;gt; &amp;lt;specific_character&amp;gt;esc_new_atack_bandit4&amp;lt;/specific_character&amp;gt; &amp;lt;/character&amp;gt; &amp;lt;character id=&amp;quot;esc_new_atack_bandit5&amp;quot;&amp;gt; &amp;lt;class&amp;gt;esc_new_atack_bandit5&amp;lt;/class&amp;gt; &amp;lt;specific_character&amp;gt;esc_new_atack_bandit5&amp;lt;/specific_character&amp;gt; &amp;lt;/character&amp;gt; &amp;lt;character id=&amp;quot;esc_new_atack_bandit6&amp;quot;&amp;gt; &amp;lt;class&amp;gt;esc_new_atack_bandit6&amp;lt;/class&amp;gt; &amp;lt;specific_character&amp;gt;esc_new_atack_bandit6&amp;lt;/specific_character&amp;gt; &amp;lt;/character&amp;gt; 7. Открываем «spawn_sections.ltx», и в самом конце пишем: &lt;br /&gt;
&lt;br /&gt;
[esc_new_atack_bandit6_spawn]:stalker_trader character_profile = esc_new_atack_bandit6 spec_rank = veteran community = bandit use_single_item_rule = off can_select_items = off custom_data = scripts\esc_new_atack_bandit6.ltx &lt;br /&gt;
&lt;br /&gt;
[esc_new_atack_bandit5_spawn]:stalker_trader character_profile = esc_new_atack_bandit5 spec_rank = veteran community = bandit use_single_item_rule = off can_select_items = off custom_data = scripts\esc_new_atack_bandit5.ltx &lt;br /&gt;
&lt;br /&gt;
[esc_new_atack_bandit4_spawn]:stalker_trader character_profile = esc_new_atack_bandit4 spec_rank = veteran community = bandit use_single_item_rule = off can_select_items = off custom_data = scripts\esc_new_atack_bandit4.ltx &lt;br /&gt;
&lt;br /&gt;
[esc_new_atack_bandit3_spawn]:stalker_trader character_profile = esc_new_atack_bandit3 spec_rank = veteran community = bandit use_single_item_rule = off can_select_items = off custom_data = scripts\esc_new_atack_bandit3.ltx &lt;br /&gt;
&lt;br /&gt;
[esc_new_atack_bandit2_spawn]:stalker_trader character_profile = esc_new_atack_bandit2 spec_rank = veteran community = bandit use_single_item_rule = off can_select_items = off custom_data = scripts\esc_new_atack_bandit2.ltx &lt;br /&gt;
&lt;br /&gt;
[esc_new_atack_bandit1_spawn]:stalker_trader character_profile = esc_new_atack_bandit1 spec_rank = veteran community = bandit use_single_item_rule = off can_select_items = off custom_data = scripts\esc_new_atack_bandit1.ltx &lt;br /&gt;
&lt;br /&gt;
8. Открываем «gamedata\config\scripts» и там создаём 6 файлов логики: &lt;br /&gt;
&lt;br /&gt;
1 файл логики – «esc_new_atack_bandit1.ltx», в нём пишем: &lt;br /&gt;
SNIPER ADDON &lt;br /&gt;
Меченый(Стрелок) &lt;br /&gt;
&lt;br /&gt;
[logic] active = remark@search on_death = death &lt;br /&gt;
&lt;br /&gt;
[death] on_info = %+esc_new_atack_bandit1_dead% &lt;br /&gt;
&lt;br /&gt;
[remark@fire] combat_ignore_cond = {!is_sniper_enemy} radius = 0 anim = hide on_info = {=health_le(0.5)} remark@search wounded = wounded@work sniper = true &lt;br /&gt;
&lt;br /&gt;
[remark@search] combat_ignore_cond = true combat_ignore_keep_when_attacked = false anim = hide target = actor on_info = {=see_enemy} remark@fire wounded = wounded@work &lt;br /&gt;
&lt;br /&gt;
[smart_terrains] none = true &lt;br /&gt;
&lt;br /&gt;
[wounded@work] 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 &lt;br /&gt;
&lt;br /&gt;
2 файл логики – «esc_new_atack_bandit2.ltx», в нём пишем: &lt;br /&gt;
SNIPER ADDON &lt;br /&gt;
Меченый(Стрелок) &lt;br /&gt;
&lt;br /&gt;
[logic] active = remark@search on_death = death &lt;br /&gt;
&lt;br /&gt;
[death] on_info = %+esc_new_atack_bandit2_dead% &lt;br /&gt;
&lt;br /&gt;
[remark@fire] combat_ignore_cond = {!is_sniper_enemy} radius = 0 anim = hide on_info = {=health_le(0.5)} remark@search wounded = wounded@work sniper = true &lt;br /&gt;
&lt;br /&gt;
[remark@search] combat_ignore_cond = true combat_ignore_keep_when_attacked = false anim = hide target = actor on_info = {=see_enemy} remark@fire wounded = wounded@work &lt;br /&gt;
&lt;br /&gt;
[smart_terrains] none = true &lt;br /&gt;
&lt;br /&gt;
[wounded@work] 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 &lt;br /&gt;
&lt;br /&gt;
3 файл логики – «esc_new_atack_bandit3.ltx», в нём пишем: &lt;br /&gt;
SNIPER ADDON &lt;br /&gt;
Меченый(Стрелок) &lt;br /&gt;
&lt;br /&gt;
[logic] active = remark@search on_death = death &lt;br /&gt;
&lt;br /&gt;
[death] on_info = %+esc_new_atack_bandit3_dead% &lt;br /&gt;
&lt;br /&gt;
[remark@fire] combat_ignore_cond = {!is_sniper_enemy} radius = 0 anim = hide on_info = {=health_le(0.5)} remark@search wounded = wounded@work sniper = true &lt;br /&gt;
&lt;br /&gt;
[remark@search] combat_ignore_cond = true combat_ignore_keep_when_attacked = false anim = hide target = actor on_info = {=see_enemy} remark@fire wounded = wounded@work &lt;br /&gt;
&lt;br /&gt;
[smart_terrains] none = true &lt;br /&gt;
&lt;br /&gt;
[wounded@work] 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 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4 файл логики – «esc_new_atack_bandit4.ltx», в нём пишем: &lt;br /&gt;
SNIPER ADDON &lt;br /&gt;
Меченый(Стрелок) &lt;br /&gt;
&lt;br /&gt;
[logic] active = remark@search on_death = death &lt;br /&gt;
&lt;br /&gt;
[death] on_info = %+esc_new_atack_bandit4_dead% &lt;br /&gt;
&lt;br /&gt;
[remark@fire] combat_ignore_cond = {!is_sniper_enemy} radius = 0 anim = hide on_info = {=health_le(0.5)} remark@search wounded = wounded@work sniper = true &lt;br /&gt;
&lt;br /&gt;
[remark@search] combat_ignore_cond = true combat_ignore_keep_when_attacked = false anim = hide target = actor on_info = {=see_enemy} remark@fire wounded = wounded@work &lt;br /&gt;
&lt;br /&gt;
[smart_terrains] none = true &lt;br /&gt;
&lt;br /&gt;
[wounded@work] 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 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5 файл логики – «esc_new_atack_bandit5.ltx», в нём пишем: &lt;br /&gt;
SNIPER ADDON &lt;br /&gt;
Меченый(Стрелок) &lt;br /&gt;
&lt;br /&gt;
[logic] active = remark@search on_death = death &lt;br /&gt;
&lt;br /&gt;
[death] on_info = %+esc_new_atack_bandit5_dead% &lt;br /&gt;
&lt;br /&gt;
[remark@fire] combat_ignore_cond = {!is_sniper_enemy} radius = 0 anim = hide on_info = {=health_le(0.5)} remark@search wounded = wounded@work sniper = true &lt;br /&gt;
&lt;br /&gt;
[remark@search] combat_ignore_cond = true combat_ignore_keep_when_attacked = false anim = hide target = actor on_info = {=see_enemy} remark@fire wounded = wounded@work &lt;br /&gt;
&lt;br /&gt;
[smart_terrains] none = true &lt;br /&gt;
&lt;br /&gt;
[wounded@work] 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 &lt;br /&gt;
&lt;br /&gt;
6 файл логики – «esc_new_atack_bandit6.ltx», в нём пишем: &lt;br /&gt;
SNIPER ADDON &lt;br /&gt;
Меченый(Стрелок) &lt;br /&gt;
&lt;br /&gt;
[logic] active = remark@search on_death = death &lt;br /&gt;
&lt;br /&gt;
[death] on_info = %+esc_new_atack_bandit6_dead% &lt;br /&gt;
&lt;br /&gt;
[remark@fire] combat_ignore_cond = {!is_sniper_enemy} radius = 0 anim = hide on_info = {=health_le(0.5)} remark@search wounded = wounded@work sniper = true &lt;br /&gt;
&lt;br /&gt;
[remark@search] combat_ignore_cond = true combat_ignore_keep_when_attacked = false anim = hide target = actor on_info = {=see_enemy} remark@fire wounded = wounded@work &lt;br /&gt;
&lt;br /&gt;
[smart_terrains] none = true &lt;br /&gt;
&lt;br /&gt;
[wounded@work] 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 &lt;br /&gt;
&lt;br /&gt;
Всё, логика прописана! &lt;br /&gt;
&lt;br /&gt;
9. Открываем «dialogs_new.xml», и в нём пишем: &lt;br /&gt;
&lt;br /&gt;
(Между &amp;lt;game_dialogs&amp;gt; и &amp;lt;/game_dialogs&amp;gt;): &lt;br /&gt;
   &amp;lt;dialog id=&amp;quot;esc_new_wolf_my1_dialog&amp;quot;&amp;gt;&lt;br /&gt;
               &amp;lt;has_info&amp;gt;new_my_test_kqest_done&amp;lt;/has_info&amp;gt;&lt;br /&gt;
           &amp;lt;dont_has_info&amp;gt;new_my_test_kqest_ok&amp;lt;/dont_has_info&amp;gt;&lt;br /&gt;
       &amp;lt;phrase_list&amp;gt;&lt;br /&gt;
           &amp;lt;phrase id=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
               &amp;lt;text&amp;gt;Волк, ну ты как, жив?&amp;lt;/text&amp;gt;&lt;br /&gt;
               &amp;lt;next&amp;gt;1&amp;lt;/next&amp;gt;&lt;br /&gt;
           &amp;lt;/phrase&amp;gt;&lt;br /&gt;
           &amp;lt;phrase id=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
               &amp;lt;text&amp;gt;Да, Ха-ха, как мы их?&amp;lt;/text&amp;gt;&lt;br /&gt;
               &amp;lt;next&amp;gt;2&amp;lt;/next&amp;gt;&lt;br /&gt;
           &amp;lt;/phrase&amp;gt;&lt;br /&gt;
           &amp;lt;phrase id=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
               &amp;lt;text&amp;gt;Плохо, друг мой, плохо...&amp;lt;/text&amp;gt;&lt;br /&gt;
               &amp;lt;next&amp;gt;3&amp;lt;/next&amp;gt;&lt;br /&gt;
           &amp;lt;/phrase&amp;gt;&lt;br /&gt;
           &amp;lt;phrase id=&amp;quot;3&amp;quot;&amp;gt;&lt;br /&gt;
               &amp;lt;text&amp;gt;Вот спасибо тебе... Вот, держи, чем богат...&amp;lt;/text&amp;gt;&lt;br /&gt;
               &amp;lt;action&amp;gt;new_dialog.buxlo_1&amp;lt;/action&amp;gt;&lt;br /&gt;
               &amp;lt;next&amp;gt;4&amp;lt;/next&amp;gt;&lt;br /&gt;
           &amp;lt;/phrase&amp;gt;&lt;br /&gt;
           &amp;lt;phrase id=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
               &amp;lt;text&amp;gt;Спасибо!&amp;lt;/text&amp;gt;&lt;br /&gt;
               &amp;lt;give_info&amp;gt;new_my_test_kqest_ok&amp;lt;/give_info&amp;gt;&lt;br /&gt;
               &amp;lt;action&amp;gt;dialogs.break_dialog&amp;lt;/action&amp;gt;&lt;br /&gt;
           &amp;lt;/phrase&amp;gt;&lt;br /&gt;
       &amp;lt;/phrase_list&amp;gt;&lt;br /&gt;
   &amp;lt;/dialog&amp;gt;&lt;br /&gt;
   &amp;lt;dialog id=&amp;quot;esc_new_wolf_my2_dialog&amp;quot;&amp;gt;&lt;br /&gt;
           &amp;lt;dont_has_info&amp;gt;new_my_test_kqest_start&amp;lt;/dont_has_info&amp;gt;&lt;br /&gt;
       &amp;lt;phrase_list&amp;gt;&lt;br /&gt;
           &amp;lt;phrase id=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
               &amp;lt;text&amp;gt;Волк, а что ты весь дрожишь?&amp;lt;/text&amp;gt;&lt;br /&gt;
               &amp;lt;next&amp;gt;1&amp;lt;/next&amp;gt;&lt;br /&gt;
           &amp;lt;/phrase&amp;gt;&lt;br /&gt;
           &amp;lt;phrase id=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
               &amp;lt;text&amp;gt;Да с минуты на минуту бандиты нападут...&amp;lt;/text&amp;gt;&lt;br /&gt;
               &amp;lt;next&amp;gt;2&amp;lt;/next&amp;gt;&lt;br /&gt;
           &amp;lt;/phrase&amp;gt;&lt;br /&gt;
           &amp;lt;phrase id=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
               &amp;lt;text&amp;gt;Я тебе помогу отбиться, хорошо?&amp;lt;/text&amp;gt;&lt;br /&gt;
               &amp;lt;next&amp;gt;3&amp;lt;/next&amp;gt;&lt;br /&gt;
           &amp;lt;/phrase&amp;gt;&lt;br /&gt;
           &amp;lt;phrase id=&amp;quot;3&amp;quot;&amp;gt;&lt;br /&gt;
               &amp;lt;text&amp;gt;Вот спасибо тебе Меченый, век буду благодарен!&amp;lt;/text&amp;gt;&lt;br /&gt;
               &amp;lt;next&amp;gt;4&amp;lt;/next&amp;gt;&lt;br /&gt;
           &amp;lt;/phrase&amp;gt;&lt;br /&gt;
           &amp;lt;phrase id=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
               &amp;lt;text&amp;gt;Хватит сопли распускать, с минуты на минуту бандиты подойдут!&amp;lt;/text&amp;gt;&lt;br /&gt;
               &amp;lt;give_info&amp;gt;new_my_test_kqest_start&amp;lt;/give_info&amp;gt;&lt;br /&gt;
               &amp;lt;action&amp;gt;new_dialog.esc_new_atack_bandit1&amp;lt;/action&amp;gt;&lt;br /&gt;
               &amp;lt;action&amp;gt;new_dialog.esc_new_atack_bandit2&amp;lt;/action&amp;gt;&lt;br /&gt;
               &amp;lt;action&amp;gt;new_dialog.esc_new_atack_bandit3&amp;lt;/action&amp;gt;&lt;br /&gt;
               &amp;lt;action&amp;gt;new_dialog.esc_new_atack_bandit4&amp;lt;/action&amp;gt;&lt;br /&gt;
               &amp;lt;action&amp;gt;new_dialog.esc_new_atack_bandit5&amp;lt;/action&amp;gt;&lt;br /&gt;
               &amp;lt;action&amp;gt;new_dialog.esc_new_atack_bandit6&amp;lt;/action&amp;gt;&lt;br /&gt;
               &amp;lt;action&amp;gt;dialogs.break_dialog&amp;lt;/action&amp;gt;&lt;br /&gt;
           &amp;lt;/phrase&amp;gt;&lt;br /&gt;
       &amp;lt;/phrase_list&amp;gt;&lt;br /&gt;
   &amp;lt;/dialog&amp;gt;&lt;br /&gt;
&lt;br /&gt;
10. Открываем «character_desc_escape.xml» и заменяем: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;specific_character id=&amp;quot;esc_wolf&amp;quot; team_default = &amp;quot;1&amp;quot;&amp;gt; &amp;lt;name&amp;gt;esc_wolf_name&amp;lt;/name&amp;gt; &amp;lt;icon&amp;gt;ui_npc_u_stalker_neytral_balon_1&amp;lt;/icon&amp;gt; &amp;lt;bio&amp;gt;esc_wolf_bio&amp;lt;/bio&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;class&amp;gt;esc_wolf&amp;lt;/class&amp;gt; &amp;lt;community&amp;gt;stalker&amp;lt;/community&amp;gt; &amp;lt;terrain_sect&amp;gt;stalker_terrain&amp;lt;/terrain_sect&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;rank&amp;gt;434&amp;lt;/rank&amp;gt; &amp;lt;reputation&amp;gt;5&amp;lt;/reputation&amp;gt; &amp;lt;money min=&amp;quot;600&amp;quot; max=&amp;quot;2000&amp;quot; infinitive=&amp;quot;0&amp;quot;/&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;snd_config&amp;gt;characters_voice\human_01\stalker\&amp;lt;/snd_config&amp;gt; &amp;lt;crouch_type&amp;gt;-1&amp;lt;/crouch_type&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;visual&amp;gt;actors\neytral\stalker_neytral_balon_1&amp;lt;/visual&amp;gt; &amp;lt;supplies&amp;gt; [spawn] \n wpn_pm \n ammo_9x18_fmj = 1 \n wpn_ak74u \n ammo_5.45x39_fmj \n device_torch \n hand_radio \n &amp;lt;/supplies&amp;gt; &lt;br /&gt;
include &amp;quot;gameplay\character_criticals_4.xml&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;start_dialog&amp;gt;escape_lager_volk_talk&amp;lt;/start_dialog&amp;gt; &amp;lt;start_dialog&amp;gt;dm_hello_dialog&amp;lt;/start_dialog&amp;gt; &amp;lt;actor_dialog&amp;gt;dm_cool_info_dialog&amp;lt;/actor_dialog&amp;gt; &amp;lt;actor_dialog&amp;gt;dm_help_wounded_medkit_dialog&amp;lt;/actor_dialog&amp;gt; &amp;lt;actor_dialog&amp;gt;tm_wolf_dialog&amp;lt;/actor_dialog&amp;gt; &amp;lt;actor_dialog&amp;gt;tm_wolf_reward&amp;lt;/actor_dialog&amp;gt; &amp;lt;/specific_character&amp;gt; &lt;br /&gt;
&lt;br /&gt;
На: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;specific_character id=&amp;quot;esc_wolf&amp;quot; team_default = &amp;quot;1&amp;quot;&amp;gt; &amp;lt;name&amp;gt;esc_wolf_name&amp;lt;/name&amp;gt; &amp;lt;icon&amp;gt;ui_npc_u_stalker_neytral_balon_1&amp;lt;/icon&amp;gt; &amp;lt;bio&amp;gt;esc_wolf_bio&amp;lt;/bio&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;class&amp;gt;esc_wolf&amp;lt;/class&amp;gt; &amp;lt;community&amp;gt;stalker&amp;lt;/community&amp;gt; &amp;lt;terrain_sect&amp;gt;stalker_terrain&amp;lt;/terrain_sect&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;rank&amp;gt;434&amp;lt;/rank&amp;gt; &amp;lt;reputation&amp;gt;5&amp;lt;/reputation&amp;gt; &amp;lt;money min=&amp;quot;600&amp;quot; max=&amp;quot;2000&amp;quot; infinitive=&amp;quot;0&amp;quot;/&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;snd_config&amp;gt;characters_voice\human_01\stalker\&amp;lt;/snd_config&amp;gt; &amp;lt;crouch_type&amp;gt;-1&amp;lt;/crouch_type&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;visual&amp;gt;actors\neytral\stalker_neytral_balon_1&amp;lt;/visual&amp;gt; &amp;lt;supplies&amp;gt; [spawn] \n wpn_pm \n ammo_9x18_fmj = 1 \n wpn_ak74u \n ammo_5.45x39_fmj \n device_torch \n hand_radio \n &amp;lt;/supplies&amp;gt; &lt;br /&gt;
include &amp;quot;gameplay\character_criticals_4.xml&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;start_dialog&amp;gt;escape_lager_volk_talk&amp;lt;/start_dialog&amp;gt; &amp;lt;start_dialog&amp;gt;dm_hello_dialog&amp;lt;/start_dialog&amp;gt; &amp;lt;actor_dialog&amp;gt;dm_cool_info_dialog&amp;lt;/actor_dialog&amp;gt; &amp;lt;actor_dialog&amp;gt;esc_new_wolf_my1_dialog _dialog&amp;lt;/actor_dialog&amp;gt; &amp;lt;actor_dialog&amp;gt;esc_new_wolf_my2_dialog _dialog&amp;lt;/actor_dialog&amp;gt; &amp;lt;actor_dialog&amp;gt;dm_help_wounded_medkit_dialog&amp;lt;/actor_dialog&amp;gt; &amp;lt;actor_dialog&amp;gt;tm_wolf_dialog&amp;lt;/actor_dialog&amp;gt; &amp;lt;actor_dialog&amp;gt;tm_wolf_reward&amp;lt;/actor_dialog&amp;gt; &amp;lt;/specific_character&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
11. Открываем «tasks_new.xml» и в нём пишем: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;game_task id=&amp;quot;new_my_test_kqest&amp;quot;&amp;gt; &amp;lt;title&amp;gt;Помoщь Волку.&amp;lt;/title&amp;gt; &amp;lt;objective&amp;gt; &amp;lt;text&amp;gt;Помощь Волку.&amp;lt;/text&amp;gt; &amp;lt;icon&amp;gt;ui_iconsTotal_kill_stalker&amp;lt;/icon&amp;gt; &amp;lt;infoportion_complete&amp;gt;new_my_test_kqest_ok&amp;lt;/infoportion_complete&amp;gt; &amp;lt;/objective&amp;gt; &amp;lt;objective&amp;gt; &amp;lt;text&amp;gt;Отбиться от атаки бандитов.&amp;lt;/text&amp;gt; &lt;br /&gt;
               &amp;lt;icon height=&amp;quot;50&amp;quot; width=&amp;quot;50&amp;quot; x=&amp;quot;100&amp;quot; y=&amp;quot;50&amp;quot;&amp;gt;ui\ui_icons_task&amp;lt;/icon&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;function_complete&amp;gt;new_dialog.bandit_esc_new_atack1&amp;lt;/function_complete&amp;gt; &lt;br /&gt;
               &amp;lt;infoportion_set_complete&amp;gt;new_my_test_kqest_done&amp;lt;/infoportion_set_complete&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/objective&amp;gt; &amp;lt;objective&amp;gt; &amp;lt;text&amp;gt;Поговорить с Волком.&amp;lt;/text&amp;gt; &lt;br /&gt;
               &amp;lt;map_location_type hint=&amp;quot;Волк&amp;quot;&amp;gt;blue_location&amp;lt;/map_location_type&amp;gt;&lt;br /&gt;
               &amp;lt;object_story_id&amp;gt;Escape_novice_lager_volk&amp;lt;/object_story_id&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;infoportion_complete&amp;gt;new_my_test_kqest_ok&amp;lt;/infoportion_complete&amp;gt; &amp;lt;/objective&amp;gt; &amp;lt;/game_task&amp;gt; &lt;br /&gt;
&lt;br /&gt;
12. Открываем «info_new.xml» и между &amp;lt;game_information_portions&amp;gt; и &amp;lt;/game_information_portions&amp;gt; пишем: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;info_portion id=&amp;quot;new_my_test_kqest_start&amp;quot;&amp;gt; &amp;lt;task&amp;gt;new_my_test_kqest&amp;lt;/task&amp;gt; &amp;lt;/info_portion&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;info_portion id=&amp;quot;new_my_test_kqest_done&amp;quot;&amp;gt;&amp;lt;/info_portion&amp;gt; &amp;lt;info_portion id=&amp;quot;new_my_test_kqest_ok&amp;quot;&amp;gt;&amp;lt;/info_portion&amp;gt; &lt;br /&gt;
&lt;br /&gt;
13. Открываем папку «gamedata\scripts», находим файл с названием «new_dialog.script», а в нём пишем: &lt;br /&gt;
&lt;br /&gt;
function esc_new_atack_bandit1() alife():create(&amp;quot;esc_new_atack_bandit1_spawn&amp;quot;,vector():set(-143.35,-14.14,-148.33),106957,45) end function esc_new_atack_bandit2() alife():create(&amp;quot;esc_new_atack_bandit2_spawn&amp;quot;,vector():set(-143.35,-14.14,-148.33),106957,45) end function esc_new_atack_bandit3() alife():create(&amp;quot;esc_new_atack_bandit3_spawn&amp;quot;,vector():set(-148.29,-16.89,-138.57),101805,45) end function esc_new_atack_bandit4() alife():create(&amp;quot;esc_new_atack_bandit4_spawn&amp;quot;,vector():set(-148.29,-16.89,-138.57),101805,45) end function esc_new_atack_bandit5() alife():create(&amp;quot;esc_new_atack_bandit5_spawn&amp;quot;,vector():set(-156.04,-18.30,-153.79),93649,45) end function esc_new_atack_bandit6() alife():create(&amp;quot;esc_new_atack_bandit6_spawn&amp;quot;,vector():set(-156.04,-18.30,-153.79),93649,45) end &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
function bandit_esc_new_atack1(task, info) &lt;br /&gt;
   if (db.actor:has_info(&amp;quot;esc_new_atack_bandit1_dead&amp;quot;) and db.actor:has_info(&amp;quot;esc_new_atack_bandit2_dead&amp;quot;) and db.actor:has_info(&amp;quot;esc_new_atack_bandit3_dead&amp;quot;) and db.actor:has_info(&amp;quot;esc_new_atack_bandit4_dead&amp;quot;) and db.actor:has_info(&amp;quot;esc_new_atack_bandit5_dead&amp;quot;) and db.actor:has_info(&amp;quot;esc_new_atack_bandit6_dead&amp;quot;)) then&lt;br /&gt;
   return db.actor:give_info_portion(&amp;quot;new_my_test_kqest_done&amp;quot;) &lt;br /&gt;
 end&lt;br /&gt;
&lt;br /&gt;
return false end &lt;br /&gt;
&lt;br /&gt;
function buxlo_1(first_speaker, second_speaker) &lt;br /&gt;
   dialogs.relocate_money(second_speaker, 10000, &amp;quot;in&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
end &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Всё, поздравляю, вы написали новый квест! Он будет у Волка… Желательно его выполнять после квеста с флешкой Шустрого!&lt;/div&gt;</summary>
		<author><name>85.26.234.22</name></author>	</entry>

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