[walker@standart]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
def_state_moving = assault
meet = meet@standart
combat_ignore_cond = {!check_enemy_name(actor)} true, false

[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 = true
meet_on_talking = false
;------------------------------------------------

[logic@agent_1]
suitable = {=target_squad_name(lim_a20_agent_squad)} true, {=target_squad_name(lim_a20_fp_monolith_squad)} true
active = walker@wait_1
prior = 200

[walker@wait_1]:walker@standart
path_walk = agent_1_walk
path_look = agent_1_look
;------------------------------------------------

[logic@agent_2]
suitable = {=target_squad_name(lim_a20_agent_squad)} true, {=target_squad_name(lim_a20_fp_monolith_squad)} true
active = walker@wait_2
prior = 200

[walker@wait_2]:walker@standart
path_walk = agent_2_walk
path_look = agent_2_look
;------------------------------------------------

[logic@agent_3]
suitable = {=target_squad_name(lim_a20_agent_squad)} true, {=target_squad_name(lim_a20_fp_monolith_squad)} true
active = walker@wait_3
prior = 200

[walker@wait_3]:walker@standart
path_walk = agent_3_walk
path_look = agent_3_look
;------------------------------------------------

[logic@agent_4]
suitable = {=target_squad_name(lim_a20_agent_squad)} true, {=target_squad_name(lim_a20_fp_monolith_squad)} true
active = walker@wait_4
prior = 200

[walker@wait_4]:walker@standart
path_walk = agent_4_walk
path_look = agent_4_look
;------------------------------------------------
