Сложный квест на оборону лагеря

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Сейчас мы создадим сложный квест на оборону лагеря!

Что нам потребуется?

  • system.ltx
  • character_desc_escape.xml
  • spawn_sections.ltx

Хватит страдать фигнёй, приступим к работе!

Пошаговое создание:

Часть 1 (Создание и подготовка файлов):

1. Зарегистрируем пустой файл для info_portions …

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:

список xml файлов, содержащих info_portions

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

А мы дописываем в конец «info_new» (укажите перед ней запятую) и получим вот такую конструкцию:

список xml файлов, содержащих info_portions

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

1.2 Создадим этот файл: (В config\ gameplay) создаём файл с названием (без кавычек), а в нём такую схему:

<?xml version="1.0" encoding="windows-1251" ?>

<game_information_portions>


</game_information_portions>

2. Шаг №2: Зарегистрируем пустой файл для диалогов… В этом же файле находим:

[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

И проделываем то, что делали с info_portions… (Приписываем ещё одну ветку)

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

2.2 Создадим этот файл (В config\gameplay):

Название: (Без кавычек) «dialogs_new.xml», а в нём такая схема:

<?xml version="1.0" encoding="windows-1251" standalone="yes" ?> <game_dialogs>

</game_dialogs>

3. Шаг №3 Зарегистрируем XML файл для квеста:

Находим: (В config\gameplay) файл с названием (Без кавычек) «game_tasks.xml», а в нём находим строки:

  1. include "gameplay\tasks_escape.xml"
  2. include "gameplay\tasks_garbage.xml"
  3. include "gameplay\tasks_agroprom.xml"
  4. include "gameplay\tasks_bar.xml"
  5. include "gameplay\tasks_military.xml"
  6. include "gameplay\tasks_darkvalley.xml"
  7. include "gameplay\tasks_deadcity.xml"
  8. include "gameplay\tasks_radar.xml"
  9. include "gameplay\tasks_aes.xml"
  10. include "gameplay\tasks_yantar.xml"
  11. include "gameplay\tasks_sarcofag.xml"
  12. include "gameplay\game_tasks_by_vendor.xml"

И заменяем на:

  1. include "gameplay\tasks_escape.xml"
  2. include "gameplay\tasks_new.xml"
  3. include "gameplay\tasks_garbage.xml"
  4. include "gameplay\tasks_agroprom.xml"
  5. include "gameplay\tasks_bar.xml"
  6. include "gameplay\tasks_military.xml"
  7. include "gameplay\tasks_darkvalley.xml"
  8. include "gameplay\tasks_deadcity.xml"
  9. include "gameplay\tasks_radar.xml"
  10. include "gameplay\tasks_aes.xml"
  11. include "gameplay\tasks_yantar.xml"
  12. include "gameplay\tasks_sarcofag.xml"
  13. include "gameplay\game_tasks_by_vendor.xml"

P.S. Мы в него добавили одну строку - #include "gameplay\tasks_new.xml"

3.2 Заполним этот файл: (В gameplay) Создаём файл с названием (Без кавычек) «gameplay\tasks_new.xml»…

4. Шаг №4 Зарегистрируем файл с профилями! (Я уже устал разъяснять, буду просто писать «что» на «что» заменить)

Заменить:

[profiles]

список xml файлов, содержащих профили сталкеров и торговцев

files = npc_profile

список xml файлов, содержащих описания конкретных сталкеров и торговцев

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

На:

[profiles]

список xml файлов, содержащих профили сталкеров и торговцев

files = npc_profile, npc_profile_new

список xml файлов, содержащих описания конкретных сталкеров и торговцев

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

4.2 Создадим в папке «gameplay» 2 файла, с названиями (без кавычек) «new_profils_chareng.xml» и «npc_profile_new.xml»…

В «npc_profile_new.xml» пишем:

<?xml version='1.0' encoding="UTF-8"?>

<xml>

</xml>

4.3 В «new_profils_chareng.xml» пишем:

<?xml version='1.0' encoding="windows-1251"?>

<xml>

</xml>

5. Создаём в папке «gamedata\scripts» файл с названием «new_dialog.script».

Часть 2 (Заполнение файлов):

1. Создадим профиль нападающих на лагерь NPC.

Открываем файл: «new_profils_chareng.xml» и в нём пишем между <xml> и </xml>:

<specific_character id="esc_new_atack_bandit1" no_random = "1"> <name>Петушара</name> <icon>ui_npc_u_stalker_bandit_3</icon> <map_icon x="1" y="4"></map_icon> <bio>esc_new_atack_bandit1_bio</bio>

<class>esc_new_atack_bandit1</class> <community>bandit</community> <money min="10000" max="100000" infinitive="0"></money>

<rank>1300</rank> <reputation>50</reputation>

<visual>actors\bandit\stalker_bandit_3</visual> <snd_config>characters_voice\human_01\bandit\</snd_config> <crouch_type>1</crouch_type>

<supplies> [spawn] \n wpn_ak74 = 1, scope \n ammo_5.45x39_fmj = 1 \n </supplies>

                 <start_dialog>hello_dialog</start_dialog> 
                <actor_dialog>dm_help_wounded_medkit_dialog</actor_dialog>

</specific_character>

<specific_character id="esc_new_atack_bandit2" no_random = "1"> <name>GENERATE_NAME_stalker</name> <icon>ui_npc_u_stalker_bandit_3</icon> <map_icon x="1" y="4"></map_icon> <bio>esc_new_atack_bandit2_bio</bio>

<class>esc_new_atack_bandit2</class> <community>bandit</community> <money min="10000" max="100000" infinitive="0"></money>

<rank>1200</rank> <reputation>50</reputation>

<visual>actors\bandit\stalker_bandit_3</visual> <snd_config>characters_voice\human_01\bandit\</snd_config> <crouch_type>1</crouch_type>

<supplies> [spawn] \n wpn_ak74 = 1, scope \n ammo_5.45x39_fmj = 1 \n </supplies>

                 <start_dialog>hello_dialog</start_dialog> 
                <actor_dialog>dm_help_wounded_medkit_dialog</actor_dialog>

</specific_character>

<specific_character id="esc_new_atack_bandit3" no_random = "1"> <name>GENERATE_NAME_stalker</name> <icon>ui_npc_u_stalker_bandit_3</icon> <map_icon x="1" y="4"></map_icon> <bio>esc_new_atack_bandit3_bio</bio>

<class>esc_new_atack_bandit3</class> <community>bandit</community> <money min="10000" max="100000" infinitive="0"></money>

<rank>1200</rank> <reputation>50</reputation>

<visual>actors\bandit\stalker_bandit_3</visual> <snd_config>characters_voice\human_01\bandit\</snd_config> <crouch_type>1</crouch_type>

<supplies> [spawn] \n wpn_ak74 = 1, scope \n ammo_5.45x39_fmj = 1 \n </supplies>

                 <start_dialog>hello_dialog</start_dialog> 
                <actor_dialog>dm_help_wounded_medkit_dialog</actor_dialog>

</specific_character>

<specific_character id="esc_new_atack_bandit4" no_random = "1"> <name>GENERATE_NAME_stalker</name> <icon>ui_npc_u_stalker_bandit_3</icon> <map_icon x="1" y="4"></map_icon> <bio>esc_new_atack_bandit4_bio</bio>

<class>esc_new_atack_bandit4</class> <community>bandit</community> <money min="10000" max="100000" infinitive="0"></money>

<rank>1200</rank> <reputation>50</reputation>

<visual>actors\bandit\stalker_bandit_3</visual> <snd_config>characters_voice\human_01\bandit\</snd_config> <crouch_type>1</crouch_type>

<supplies> [spawn] \n wpn_ak74 = 1, scope \n ammo_5.45x39_fmj = 1 \n </supplies>

                 <start_dialog>hello_dialog</start_dialog> 
                <actor_dialog>dm_help_wounded_medkit_dialog</actor_dialog>

</specific_character>

<specific_character id="esc_new_atack_bandit5" no_random = "1"> <name>GENERATE_NAME_stalker</name> <icon>ui_npc_u_stalker_bandit_3</icon> <map_icon x="1" y="4"></map_icon> <bio>esc_new_atack_bandit5_bio</bio>

<class>esc_new_atack_bandit5</class> <community>bandit</community> <money min="10000" max="100000" infinitive="0"></money>

<rank>1200</rank> <reputation>50</reputation>

<visual>actors\bandit\stalker_bandit_3</visual> <snd_config>characters_voice\human_01\bandit\</snd_config> <crouch_type>1</crouch_type>

<supplies> [spawn] \n wpn_ak74 = 1, scope \n ammo_5.45x39_fmj = 1 \n </supplies>

                 <start_dialog>hello_dialog</start_dialog> 
                <actor_dialog>dm_help_wounded_medkit_dialog</actor_dialog>

</specific_character>

<specific_character id="esc_new_atack_bandit6" no_random = "1"> <name>GENERATE_NAME_stalker</name> <icon>ui_npc_u_stalker_bandit_3</icon> <map_icon x="1" y="4"></map_icon> <bio>esc_new_atack_bandit6_bio</bio>

<class>esc_new_atack_bandit6</class> <community>bandit</community> <money min="10000" max="100000" infinitive="0"></money>

<rank>1200</rank> <reputation>50</reputation>

<visual>actors\bandit\stalker_bandit_3</visual> <snd_config>characters_voice\human_01\bandit\</snd_config> <crouch_type>1</crouch_type>

<supplies> [spawn] \n wpn_ak74 = 1, scope \n ammo_5.45x39_fmj = 1 \n </supplies>

                 <start_dialog>hello_dialog</start_dialog> 
                <actor_dialog>dm_help_wounded_medkit_dialog</actor_dialog>

</specific_character>

6. Создадим их профили! Открываем файл: «npc_profile_new.xml», а в нём пишем:

(Между <xml> и </xml>)

<character id="esc_new_atack_bandit1"> <class>esc_new_atack_bandit1</class> <specific_character>esc_new_atack_bandit1</specific_character> </character> <character id="esc_new_atack_bandit2"> <class>esc_new_atack_bandit2</class> <specific_character>esc_new_atack_bandit2</specific_character> </character> <character id="esc_new_atack_bandit3"> <class>esc_new_atack_bandit3</class> <specific_character>esc_new_atack_bandit3</specific_character> </character> <character id="esc_new_atack_bandit4"> <class>esc_new_atack_bandit4</class> <specific_character>esc_new_atack_bandit4</specific_character> </character> <character id="esc_new_atack_bandit5"> <class>esc_new_atack_bandit5</class> <specific_character>esc_new_atack_bandit5</specific_character> </character> <character id="esc_new_atack_bandit6"> <class>esc_new_atack_bandit6</class> <specific_character>esc_new_atack_bandit6</specific_character> </character> 7. Открываем «spawn_sections.ltx», и в самом конце пишем:

[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

[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

[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

[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

[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

[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

8. Открываем «gamedata\config\scripts» и там создаём 6 файлов логики:

1 файл логики – «esc_new_atack_bandit1.ltx», в нём пишем:

SNIPER ADDON
Меченый(Стрелок)

[logic] active = remark@search on_death = death

[death] on_info = %+esc_new_atack_bandit1_dead%

[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

[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

[smart_terrains] none = true

[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

2 файл логики – «esc_new_atack_bandit2.ltx», в нём пишем:

SNIPER ADDON
Меченый(Стрелок)

[logic] active = remark@search on_death = death

[death] on_info = %+esc_new_atack_bandit2_dead%

[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

[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

[smart_terrains] none = true

[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

3 файл логики – «esc_new_atack_bandit3.ltx», в нём пишем:

SNIPER ADDON
Меченый(Стрелок)

[logic] active = remark@search on_death = death

[death] on_info = %+esc_new_atack_bandit3_dead%

[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

[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

[smart_terrains] none = true

[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


4 файл логики – «esc_new_atack_bandit4.ltx», в нём пишем:

SNIPER ADDON
Меченый(Стрелок)

[logic] active = remark@search on_death = death

[death] on_info = %+esc_new_atack_bandit4_dead%

[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

[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

[smart_terrains] none = true

[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


5 файл логики – «esc_new_atack_bandit5.ltx», в нём пишем:

SNIPER ADDON
Меченый(Стрелок)

[logic] active = remark@search on_death = death

[death] on_info = %+esc_new_atack_bandit5_dead%

[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

[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

[smart_terrains] none = true

[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

6 файл логики – «esc_new_atack_bandit6.ltx», в нём пишем:

SNIPER ADDON
Меченый(Стрелок)

[logic] active = remark@search on_death = death

[death] on_info = %+esc_new_atack_bandit6_dead%

[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

[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

[smart_terrains] none = true

[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

Всё, логика прописана!

9. Открываем «dialogs_new.xml», и в нём пишем:

(Между <game_dialogs> и </game_dialogs>):

   <dialog id="esc_new_wolf_my1_dialog">
               <has_info>new_my_test_kqest_done</has_info>
           <dont_has_info>new_my_test_kqest_ok</dont_has_info>
       <phrase_list>
           <phrase id="0">
               <text>Волк, ну ты как, жив?</text>
               <next>1</next>
           </phrase>
           <phrase id="1">
               <text>Да, Ха-ха, как мы их?</text>
               <next>2</next>
           </phrase>
           <phrase id="2">
               <text>Плохо, друг мой, плохо...</text>
               <next>3</next>
           </phrase>
           <phrase id="3">
               <text>Вот спасибо тебе... Вот, держи, чем богат...</text>
               <action>new_dialog.buxlo_1</action>
               <next>4</next>
           </phrase>
           <phrase id="4">
               <text>Спасибо!</text>
               <give_info>new_my_test_kqest_ok</give_info>
               <action>dialogs.break_dialog</action>
           </phrase>
       </phrase_list>
   </dialog>
   <dialog id="esc_new_wolf_my2_dialog">
           <dont_has_info>new_my_test_kqest_start</dont_has_info>
       <phrase_list>
           <phrase id="0">
               <text>Волк, а что ты весь дрожишь?</text>
               <next>1</next>
           </phrase>
           <phrase id="1">
               <text>Да с минуты на минуту бандиты нападут...</text>
               <next>2</next>
           </phrase>
           <phrase id="2">
               <text>Я тебе помогу отбиться, хорошо?</text>
               <next>3</next>
           </phrase>
           <phrase id="3">
               <text>Вот спасибо тебе Меченый, век буду благодарен!</text>
               <next>4</next>
           </phrase>
           <phrase id="4">
               <text>Хватит сопли распускать, с минуты на минуту бандиты подойдут!</text>
               <give_info>new_my_test_kqest_start</give_info>
               <action>new_dialog.esc_new_atack_bandit1</action>
               <action>new_dialog.esc_new_atack_bandit2</action>
               <action>new_dialog.esc_new_atack_bandit3</action>
               <action>new_dialog.esc_new_atack_bandit4</action>
               <action>new_dialog.esc_new_atack_bandit5</action>
               <action>new_dialog.esc_new_atack_bandit6</action>
               <action>dialogs.break_dialog</action>
           </phrase>
       </phrase_list>
   </dialog>

10. Открываем «character_desc_escape.xml» и заменяем:

<specific_character id="esc_wolf" team_default = "1"> <name>esc_wolf_name</name> <icon>ui_npc_u_stalker_neytral_balon_1</icon> <bio>esc_wolf_bio</bio>

<class>esc_wolf</class> <community>stalker</community> <terrain_sect>stalker_terrain</terrain_sect>

<rank>434</rank> <reputation>5</reputation> <money min="600" max="2000" infinitive="0"/>

<snd_config>characters_voice\human_01\stalker\</snd_config> <crouch_type>-1</crouch_type>

<visual>actors\neytral\stalker_neytral_balon_1</visual> <supplies> [spawn] \n wpn_pm \n ammo_9x18_fmj = 1 \n wpn_ak74u \n ammo_5.45x39_fmj \n device_torch \n hand_radio \n </supplies>

  1. include "gameplay\character_criticals_4.xml"

<start_dialog>escape_lager_volk_talk</start_dialog> <start_dialog>dm_hello_dialog</start_dialog> <actor_dialog>dm_cool_info_dialog</actor_dialog> <actor_dialog>dm_help_wounded_medkit_dialog</actor_dialog> <actor_dialog>tm_wolf_dialog</actor_dialog> <actor_dialog>tm_wolf_reward</actor_dialog> </specific_character>

На:

<specific_character id="esc_wolf" team_default = "1"> <name>esc_wolf_name</name> <icon>ui_npc_u_stalker_neytral_balon_1</icon> <bio>esc_wolf_bio</bio>

<class>esc_wolf</class> <community>stalker</community> <terrain_sect>stalker_terrain</terrain_sect>

<rank>434</rank> <reputation>5</reputation> <money min="600" max="2000" infinitive="0"/>

<snd_config>characters_voice\human_01\stalker\</snd_config> <crouch_type>-1</crouch_type>

<visual>actors\neytral\stalker_neytral_balon_1</visual> <supplies> [spawn] \n wpn_pm \n ammo_9x18_fmj = 1 \n wpn_ak74u \n ammo_5.45x39_fmj \n device_torch \n hand_radio \n </supplies>

  1. include "gameplay\character_criticals_4.xml"

<start_dialog>escape_lager_volk_talk</start_dialog> <start_dialog>dm_hello_dialog</start_dialog> <actor_dialog>dm_cool_info_dialog</actor_dialog> <actor_dialog>esc_new_wolf_my1_dialog _dialog</actor_dialog> <actor_dialog>esc_new_wolf_my2_dialog _dialog</actor_dialog> <actor_dialog>dm_help_wounded_medkit_dialog</actor_dialog> <actor_dialog>tm_wolf_dialog</actor_dialog> <actor_dialog>tm_wolf_reward</actor_dialog> </specific_character>


11. Открываем «tasks_new.xml» и в нём пишем:

<game_task id="new_my_test_kqest"> <title>Помoщь Волку.</title> <objective> <text>Помощь Волку.</text> <icon>ui_iconsTotal_kill_stalker</icon> <infoportion_complete>new_my_test_kqest_ok</infoportion_complete> </objective> <objective> <text>Отбиться от атаки бандитов.</text>

               <icon height="50" width="50" x="100" y="50">ui\ui_icons_task</icon>

<function_complete>new_dialog.bandit_esc_new_atack1</function_complete>

               <infoportion_set_complete>new_my_test_kqest_done</infoportion_set_complete>

</objective> <objective> <text>Поговорить с Волком.</text>

               <map_location_type hint="Волк">blue_location</map_location_type>
               <object_story_id>Escape_novice_lager_volk</object_story_id>

<infoportion_complete>new_my_test_kqest_ok</infoportion_complete> </objective> </game_task>

12. Открываем «info_new.xml» и между <game_information_portions> и </game_information_portions> пишем:

<info_portion id="new_my_test_kqest_start"> <task>new_my_test_kqest</task> </info_portion>

<info_portion id="new_my_test_kqest_done"></info_portion> <info_portion id="new_my_test_kqest_ok"></info_portion>

13. Открываем папку «gamedata\scripts», находим файл с названием «new_dialog.script», а в нём пишем:

function esc_new_atack_bandit1() alife():create("esc_new_atack_bandit1_spawn",vector():set(-143.35,-14.14,-148.33),106957,45) end function esc_new_atack_bandit2() alife():create("esc_new_atack_bandit2_spawn",vector():set(-143.35,-14.14,-148.33),106957,45) end function esc_new_atack_bandit3() alife():create("esc_new_atack_bandit3_spawn",vector():set(-148.29,-16.89,-138.57),101805,45) end function esc_new_atack_bandit4() alife():create("esc_new_atack_bandit4_spawn",vector():set(-148.29,-16.89,-138.57),101805,45) end function esc_new_atack_bandit5() alife():create("esc_new_atack_bandit5_spawn",vector():set(-156.04,-18.30,-153.79),93649,45) end function esc_new_atack_bandit6() alife():create("esc_new_atack_bandit6_spawn",vector():set(-156.04,-18.30,-153.79),93649,45) end


function bandit_esc_new_atack1(task, info)
if (db.actor:has_info("esc_new_atack_bandit1_dead") and db.actor:has_info("esc_new_atack_bandit2_dead") and db.actor:has_info("esc_new_atack_bandit3_dead") and db.actor:has_info("esc_new_atack_bandit4_dead") and db.actor:has_info("esc_new_atack_bandit5_dead") and db.actor:has_info("esc_new_atack_bandit6_dead")) then

   return db.actor:give_info_portion("new_my_test_kqest_done") 
end

return false
end

function buxlo_1(first_speaker, second_speaker)
   dialogs.relocate_money(second_speaker, 10000, "in")

end


Всё, поздравляю, вы написали новый квест! Он будет у Волка… Желательно его выполнять после квеста с флешкой Шустрого!

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