[walker@standart]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = 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 = true
meet_on_talking = false

[death@virus]
on_info = {=killed_by_actor()} %=all_factions_enemy_to_actor%
;------------------------------------------------

[logic@animpoint_1]
suitable = {=check_npc_name(dark_a3_dragon)} true
active = animpoint@wait_6
prior = 200
level_spot = mechanic
can_select_weapon = false
on_death = death@virus

[animpoint@wait_6]:walker@standart
cover_name = dark_a2_animpoint_1
avail_animations = animpoint_sit_knee

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

[logic@animpoint_2]
suitable = {=check_npc_name(dark_a3_volnik)} true
active = animpoint@wait_7
prior = 200
on_death = death@virus

[animpoint@wait_7]:walker@standart
cover_name = dark_a2_animpoint_2
avail_animations = animpoint_sit_knee

;------------------------------------------------
[logic@animpoint_3]
suitable = {=check_npc_name(dark_a3_cruz)} true
active = animpoint@wait_9
prior = 200
on_death = death@virus

[animpoint@wait_9]:walker@standart
cover_name = dark_a2_animpoint_3
avail_animations = animpoint_sit_ass

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

[logic@animpoint_4]
suitable = {=check_npc_name(dark_a3_superman)} true
active = animpoint@wait_10
prior = 200
on_death = death@virus

[animpoint@wait_10]:walker@standart
cover_name = dark_a2_animpoint_4
avail_animations = animpoint_sit_knee

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

[logic@animpoint_5]
suitable = {=check_npc_name(radar_a6_botanic)} true
active = animpoint@wait_11
prior = 200
on_death = death@virus

[animpoint@wait_11]:walker@standart
cover_name = dark_a2_animpoint_5
avail_animations = animpoint_stay_wall
use_camp = false
;------------------------------------------------

[logic@walker_1]
suitable = {=check_npc_name(dark_a3_orfeich)} true
active = walker@wait_1
prior = 200
on_death = death@virus

[walker@wait_1]:walker@standart
path_walk = walker_1_walk
path_look = walker_1_look
use_camp = false
;--------------------------------------------------------

