[animpoint@standart]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_keep_when_attacked = false
hit_anomaly = false

[hit@walker]
on_info = {!hit_by_actor()} %=restore_health%
;------------------------------------------------

[logic@agent_1]
suitable = {=check_npc_name(agent)} true
active = walker@agent_1
prior = 200
on_hit = hit@walker

[walker@agent_1]:animpoint@standart
path_walk = agent_1_walk
path_look = agent_1_look
;------------------------------------------------

[logic@agent_2]
suitable = {=check_npc_name(agent)} true
active = walker@agent_2
prior = 200
on_hit = hit@walker

[walker@agent_2]:animpoint@standart
path_walk = agent_2_walk
path_look = agent_2_look
;------------------------------------------------

[logic@agent_3]
suitable = {=check_npc_name(agent)} true
active = walker@agent_3
prior = 200
on_hit = hit@walker

[walker@agent_3]:animpoint@standart
path_walk = agent_3_walk
path_look = agent_3_look
;------------------------------------------------

[logic@agent_4]
suitable = {=check_npc_name(agent)} true
active = walker@agent_4
prior = 200
on_hit = hit@walker

[walker@agent_4]:animpoint@standart
path_walk = agent_4_walk
path_look = agent_4_look
;------------------------------------------------

[logic@agent_5]
suitable = {=check_npc_name(agent)} true
active = walker@agent_5
prior = 200
on_hit = hit@walker

[walker@agent_5]:animpoint@standart
path_walk = agent_5_walk
path_look = agent_5_look
;------------------------------------------------
