[walker@standart]
post_combat_time = 0,0
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_keep_when_attacked = false
meet = meet@standart

[meet@standart]
close_anim 		= nil
close_victim 	= nil
close_snd_hello = nil
close_snd_bye 	= nil
far_anim 		= nil
far_victim 		= nil
close_distance  = 0
far_distance 	= 0
use = {=actor_enemy} false, true
allow_break = false
trade_enable = false
meet_on_talking = false

[hit@walker]
on_info  = {!hit_by_actor()} %=restore_health%
on_info2 = {=hit_by_actor()} %=all_factions_enemy_to_actor +actor_attack_friend_squad%

[death@walker]
on_info = {=killed_by_actor()} %=all_factions_enemy_to_actor +actor_attack_friend_squad%

[death@lena]
on_info = %=all_factions_enemy_to_actor +actor_attack_friend_squad%
;--------------------------------------------------

[logic@smuggler_1]
suitable = {=check_npc_name(jup_smuggler_lena)} true
active = walker@smuggler_1
prior = 200
on_death = death@lena
on_hit = hit@walker

[walker@smuggler_1]:walker@standart
path_walk = smuggler_1_walk
path_look = smuggler_1_look
on_info = {+jup_lena_emerald_wind_dialog_end} walker@smuggler_1_1

[walker@smuggler_1_1]:walker@standart
path_walk = smuggler_4_walk
path_look = smuggler_2_look
def_state_moving = run
def_state_moving1 = run
on_info = {+spawn_jup_a4_stalker_squad -jup_lena_emerald_wind_dialog_1_end} walker@smuggler_1_2

[walker@smuggler_1_2]:walker@standart
path_walk = smuggler_4_walk
path_look = smuggler_3_look
on_info = {+jup_lena_emerald_wind_dialog_1_end} walker@smuggler_1_1
;--------------------------------------------------

[logic@smuggler_2]
suitable = {=check_npc_name(lena_guard_1)} true
active = walker@smuggler_2
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@smuggler_2]:walker@standart
path_walk = smuggler_3_walk
path_look = smuggler_1_look
on_info = {+jup_lena_emerald_wind_dialog_end} walker@smuggler_2_2

[walker@smuggler_2_2]:walker@standart
path_walk = smuggler_5_walk
path_look = smuggler_2_look
def_state_moving = run
def_state_moving1 = run
on_info = {+spawn_jup_a4_stalker_squad -jup_lena_emerald_wind_dialog_1_end} walker@smuggler_2_3

[walker@smuggler_2_3]:walker@standart
path_walk = smuggler_5_walk
path_look = smuggler_3_look
on_info = {+jup_lena_emerald_wind_dialog_1_end} walker@smuggler_2_2
;--------------------------------------------------

[logic@smuggler_3]
suitable = {=check_npc_name(lena_guard_2)} true
active = walker@smuggler_3
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@smuggler_3]:walker@standart
path_walk = smuggler_2_walk
path_look = smuggler_1_look
on_info = {+jup_lena_emerald_wind_dialog_end} walker@smuggler_3_3

[walker@smuggler_3_3]:walker@standart
path_walk = smuggler_6_walk
path_look = smuggler_2_look
def_state_moving = run
def_state_moving1 = run
on_info = {+spawn_jup_a4_stalker_squad -jup_lena_emerald_wind_dialog_1_end} walker@smuggler_3_4

[walker@smuggler_3_4]:walker@standart
path_walk = smuggler_6_walk
path_look = smuggler_3_look
on_info = {+jup_lena_emerald_wind_dialog_1_end} walker@smuggler_3_3
;
;
;
;
;
;--------------------------------------------------
[death@stalker]
on_info = {=killed_by_actor()} %+jup_a4_stalker_killed%

[logic@stalker_1]
suitable = {=target_squad_name(jup_a4_stalker_squad)} true
active = walker@stalker_1
prior = 200
on_death = death@stalker

[walker@stalker_1]:walker@standart
path_walk = stalker_1_walk
path_look = stalker_1_look
def_state_moving = assault
def_state_moving1 = assault
meet = no_meet
on_signal = jup_a4_stalker | {-jup_a4_stalker_dialog} %+jup_a4_stalker_dialog%
;--------------------------------------------------

[logic@stalker_2]
suitable = {=target_squad_name(jup_a4_stalker_squad)} true
active = walker@stalker_2
prior = 200
on_death = death@stalker

[walker@stalker_2]:walker@standart
path_walk = stalker_2_walk
path_look = stalker_1_look
def_state_moving = assault
def_state_moving1 = assault
meet = no_meet
;--------------------------------------------------

[logic@stalker_3]
suitable = {=target_squad_name(jup_a4_stalker_squad)} true
active = walker@stalker_3
prior = 200
on_death = death@stalker

[walker@stalker_3]:walker@standart
path_walk = stalker_3_walk
path_look = stalker_1_look
def_state_moving = assault
def_state_moving1 = assault
meet = no_meet
;--------------------------------------------------

[logic@stalker_4]
suitable = {=target_squad_name(jup_a4_stalker_squad)} true
active = walker@stalker_4
prior = 200
on_death = death@stalker

[walker@stalker_4]:walker@standart
path_walk = stalker_4_walk
path_look = stalker_1_look
def_state_moving = assault
def_state_moving1 = assault
meet = no_meet
;--------------------------------------------------

[logic@stalker_5]
suitable = {=target_squad_name(jup_a4_stalker_squad)} true
active = walker@stalker_5
prior = 200
on_death = death@stalker

[walker@stalker_5]:walker@standart
path_walk = stalker_5_walk
path_look = stalker_1_look
def_state_moving = assault
def_state_moving1 = assault
meet = no_meet
;--------------------------------------------------