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

[hit@walker]
on_info = {=hit_by_actor()} %=all_factions_enemy_to_actor%

[walker@standart]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = {=check_enemy_name(bar_a10_cat_matros)} true, false

[logic@mechanic]
suitable = {=check_npc_name(bar_a2_mechanic)} true
active = animpoint@stay_base
prior = 200
level_spot = mechanic
can_select_weapon = false
on_death = death@walker
on_hit = hit@walker

[animpoint@stay_base]:walker@standart
cover_name = bar_a2_animpoint_tim
avail_animations = animpoint_sit_low
use_camp = false
meet = meet@bar_a2_mechanic
on_info = {=time_interval( 8:22 )} animpoint@stay_base_1

[animpoint@stay_base_1]:walker@standart
cover_name = bar_a2_animpoint_tim_1
avail_animations = animpoint_sit_normal
use_camp = false
meet = meet@bar_a2_mechanic
on_info = {=time_interval( 22:8 )} animpoint@stay_base

[meet@bar_a2_mechanic]
close_snd_hello = technic
close_snd_distance = 2
trade_enable = true
close_anim 		= nil
close_victim 	= 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
meet_on_talking = false
