
C: 
  character_desc_....xml (   )

1. :


<specific_character id="test" team_default = "1">
        <name></name>
        <icon>ui_npc_u_stalker_do_nauchniy</icon>
        <map_icon x="0" y="0"></map_icon>
        <bio>sim_stalker_master_bio</bio>

        <class>test</class>
        <community>stalker</community> <terrain_sect>stalker_terrain</terrain_sect>
        <money min="100000" max="110000" infinitive="1"></money>

        <rank>570</rank>
        <reputation>100</reputation>

        <visual>actors\dolg\stalker_do_nauchniy</visual>
        <snd_config>characters_voice\human_03\stalker\</snd_config>
        <crouch_type>0</crouch_type>

        <supplies>
            [spawn] \n
            wpn_groza \n
            ammo_9x39_ap \n
            ammo_9x19_fmj \n
        
#include "gameplay\character_food.xml" \n
#include "gameplay\character_drugs.xml"
        </supplies>

#include "gameplay\character_criticals_6.xml"
#include "gameplay\character_dialogs.xml"

    </specific_character>


2.  amk_npc_profile.xml  :


<character id="test">
<class>test</class>
</character>


3.  spawn_sections.ltx  :


[test]:stalker
$spawn                 = "respawn\test"
character_profile    = test
spec_rank = master
community = stalker


4.   test_npc_logic.ltx   config/scripts   :



[logic]
active = camper
combat_ignore = combat_ignore

[camper]
sniper = false
radius = 5
no_move = true
def_state_campering = threat_na
path_walk = mil_zomb_stalker_walk1
path_look = mil_zomb_stalker_look1


5.      :


function spawn_npc_test()
local

obj=alife():create("test",vector():set(101.435539245605,-8.38547039031982,164.284591674805),3

96523,1643)
local params=amk.read_stalker_params(obj)
params.custom="[logic]\ncfg = scripts\\test_npc_logic.ltx"
amk.write_stalker_params(params,obj)
end


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