Keyboard shortcuts

Press or to navigate between chapters

Press S or / to search in the book

Press ? to show this help

Press Esc to hide this help

help_wounded

help_wounded is generic stalker behavior for helping nearby wounded friendly stalkers. It sends a suitable NPC to the wounded target and plays the medkit-help animation.

Parameters

help_wounded_enabled

Type: boolean. Optional. Default: true.

Enables or disables wounded-helper behavior for the current reset section.

Runtime constants:

DISTANCE_TO_HELP

Value: 30.

Maximum search distance for wounded targets.

HELPING_WOUNDED_OBJECT_KEY

Value: helping_wounded_object.

Portable-store key used to reserve a wounded target for one helper.

Runtime behavior

The scheme adds IS_WOUNDED_EXISTING and a HELP_WOUNDED action. The evaluator only allows helping when the NPC is alive, has no enemy, is not zombied, is not wounded, is not the cinematic actor visual, and a wounded target is nearby.

When a target is selected, the evaluator stores the wounded object id, vertex id, and position in scheme state, and marks the target in portable storage so another helper does not claim it. The action runs to the target, then switches to help_wounded_with_medkit, looks at the wounded position, and plays wounded_medkit once.

The finishObjectHelpWounded helper gives the selected wounded object a medkit and unlocks its wounded manager medkit use.

Example

[logic]
active = walker@camp

[walker@camp]
path_walk = camp_walk
path_look = camp_look
help_wounded_enabled = false

Notes

  • The helper action blocks item gathering and alife actions while a wounded target is selected.
  • Finalizing the action frees the wounded target reservation.