;------------------------------------------------
[walker@standart]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
cool_death_enabled = false
def_state_moving = assault
combat_ignore_keep_when_attacked = false
combat_ignore_cond = true
hit_anomaly = false
on_info = {=actor_drop_grenade} %+actor_is_shooting_in_laba%
on_sound = actor|WPN_shoot|150|0.0| {-actor_is_shooting_in_laba !actor_active_knife(wpn_knife)} %+actor_is_shooting_in_laba%

[combat] 
combat_type = knife

;--------------------------------------------------

[logic@agent_1]
suitable = {=check_npc_name(laba_double_degtyrev)} true
active = walker@agent_1
prior = 200
on_combat = combat

[walker@agent_1]:walker@standart
path_walk = stalker_1_walk
path_look = stalker_1_look
on_info2 = {+laba_double_degtyrev_go} walker@agent_1_1

[walker@agent_1_1]:walker@standart
path_walk = stalker_4_walk
path_look = stalker_4_look
on_signal  = point_1 | {-laba_double_agent_2_go} walker@agent_1_2 %+laba_double_agent_2_go%
on_info2 = {+laba_double_agent_2_go} walker@agent_1_2

[walker@agent_1_2]:walker@standart
path_walk = stalker_4_walk
path_look = stalker_4_look
combat_ignore_cond = {-start_attack_x5_a4} true, false
;--------------------------------------------------

[logic@agent_2]
suitable = {=check_npc_name(laba_double_agent_1)} true
active = walker@agent_2
prior = 200
on_combat = combat

[walker@agent_2]:walker@standart
path_walk = stalker_2_walk
path_look = stalker_2_look
on_info2 = {+laba_double_agent_1_go} walker@agent_2_2

[walker@agent_2_2]:walker@standart
path_walk = stalker_5_walk
path_look = stalker_5_look
on_signal  = point_2 | {-laba_double_degtyrev_go} walker@agent_2_3 %+laba_double_degtyrev_go%
on_info2 = {+laba_double_degtyrev_go} walker@agent_2_3

[walker@agent_2_3]:walker@standart
path_walk = stalker_5_walk
path_look = stalker_5_look
combat_ignore_cond = {-start_attack_x5_a4} true, false
;--------------------------------------------------

[logic@agent_3]
suitable = {=check_npc_name(laba_double_agent_2)} true
active = walker@agent_3
prior = 200
on_combat = combat

[walker@agent_3]:walker@standart
path_walk = stalker_3_walk
path_look = stalker_3_look
on_info2 = {+laba_double_agent_2_go} walker@agent_3_3

[walker@agent_3_3]:walker@standart
path_walk = stalker_6_walk
path_look = stalker_6_look
on_signal  = point_3 | {-all_laba_double_agents_stay} walker@agent_3_4 %+all_laba_double_agents_stay%
on_info2 = {+all_laba_double_agents_stay} walker@agent_3_4

[walker@agent_3_4]:walker@standart
path_walk = stalker_5_walk
path_look = stalker_5_look
combat_ignore_cond = false
;--------------------------------------------------
;--------------------------------------------------
;--------------------------------------------------
;--------------------------------------------------

[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

[walker@kiborg]
post_combat_time = 0,0
set_gr_launch_enabled = false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_keep_when_attacked = false
hit_anomaly = false
def_state_moving = assault
def_state_moving1 = assault
wounded = wounded@work

[logic@kiborg_1]
suitable = {=target_squad_name(x5_a4_kiborg_squad)} true
active = walker@kiborg_1
prior = 200

[walker@kiborg_1]:walker@kiborg
path_walk = kiborg_1_walk
path_look = kiborg_1_look
;--------------------------------------------------

[logic@kiborg_2]
suitable = {=target_squad_name(x5_a4_kiborg_squad)} true
active = walker@kiborg_2
prior = 200

[walker@kiborg_2]:walker@kiborg
path_walk = kiborg_2_walk
path_look = kiborg_1_look
;--------------------------------------------------

[logic@kiborg_3]
suitable = {=target_squad_name(x5_a4_kiborg_squad)} true
active = walker@kiborg_3
prior = 200

[walker@kiborg_3]:walker@kiborg
path_walk = kiborg_3_walk
path_look = kiborg_1_look
;--------------------------------------------------

[logic@kiborg_4]
suitable = {=target_squad_name(x5_a4_kiborg_squad)} true
active = walker@kiborg_4
prior = 200

[walker@kiborg_4]:walker@kiborg
path_walk = kiborg_4_walk
path_look = kiborg_1_look
;--------------------------------------------------

[logic@kiborg_5]
suitable = {=target_squad_name(x5_a4_kiborg_1_squad)} true
active = walker@kiborg_5
prior = 200

[walker@kiborg_5]:walker@kiborg
path_walk = kiborg_5_walk
path_look = kiborg_2_look
;--------------------------------------------------

[logic@kiborg_6]
suitable = {=target_squad_name(x5_a4_kiborg_1_squad)} true
active = walker@kiborg_6
prior = 200

[walker@kiborg_6]:walker@kiborg
path_walk = kiborg_6_walk
path_look = kiborg_2_look
;--------------------------------------------------

[logic@kiborg_7]
suitable = {=target_squad_name(x5_a4_kiborg_1_squad)} true
active = walker@kiborg_7
prior = 200

[walker@kiborg_7]:walker@kiborg
path_walk = kiborg_7_walk
path_look = kiborg_2_look
;--------------------------------------------------

[logic@kiborg_8]
suitable = {=target_squad_name(x5_a4_kiborg_1_squad)} true
active = walker@kiborg_8
prior = 200

[walker@kiborg_8]:walker@kiborg
path_walk = kiborg_8_walk
path_look = kiborg_2_look
;--------------------------------------------------

[logic@kiborg_9]
suitable = {=target_squad_name(x5_a4_kiborg_1_squad)} true
active = walker@kiborg_9
prior = 200

[walker@kiborg_9]:walker@kiborg
path_walk = kiborg_9_walk
path_look = kiborg_2_look
;--------------------------------------------------
