[walker@standart]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_keep_when_attacked = false
use_camp = true
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@walker]
on_info = {=killed_by_actor()} %=all_factions_enemy_to_actor%

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

[logic@stalker_1]
suitable = {=check_npc_name(glomar)} true
active = animpoint@wait_1
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_1]:walker@standart
cover_name = pr_a16_stalker_1
avail_animations = animpoint_sit_ass
;------------------------------------------------

[logic@stalker_2]
suitable = {=check_npc_name(aver_a2_ad_stalker)} true
active = animpoint@wait_2
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_2]:walker@standart
cover_name = pr_a16_stalker_2
avail_animations = animpoint_stay_wall
;------------------------------------------------

[logic@stalker_3]
suitable = {=check_npc_name(zomax)} true
active = animpoint@wait_3
prior = 190
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_3]:walker@standart
cover_name = pr_a16_stalker_3
avail_animations = animpoint_sit_low
;------------------------------------------------

[logic@stalker_4]
suitable = {=check_npc_name(leo)} true
active = animpoint@wait_4
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_4]:walker@standart
cover_name = pr_a16_stalker_4
avail_animations = animpoint_sit_normal
;------------------------------------------------

[logic@stalker_5]
suitable = {=check_npc_name(rozor)} true
active = animpoint@wait_5
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_5]:walker@standart
cover_name = pr_a16_stalker_5
avail_animations = animpoint_sit_high
;------------------------------------------------

[logic@stalker_6]
suitable = {=check_npc_name(lider_stalker)} true
active = animpoint@wait_6
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_6]:walker@standart
cover_name = pr_a16_stalker_6
avail_animations = animpoint_sit_normal
use_camp = false
;------------------------------------------------

[logic@mechanic]
suitable = {=check_npc_name(pr_a16_mechanic_stalker)} true
active = animpoint@mechanic
prior = 199
level_spot = mechanic
on_death = death@walker
on_hit = hit@walker

[animpoint@mechanic]:walker@standart
cover_name = pr_a16_mechanic
avail_animations = animpoint_sit_normal
use_camp = false
;------------------------------------------------

[logic@trader]
suitable = {=check_npc_name(trader)} true
active = walker@trader
prior = 199
on_death = death@walker
on_hit = hit@walker
can_select_weapon = false
level_spot = trader
trade = misc\trade\dark_a3_yra.ltx

[walker@trader]:walker@standart
path_walk = trader_1_walk
path_look = trader_1_look
use_camp = false
;------------------------------------------------

[logic@bodyguard]
suitable = {=check_npc_name(guard_stal)} true
active = walker@bodyguard
prior = 199
on_death = death@walker
on_hit = hit@walker

[walker@bodyguard]:walker@standart
path_walk = bodyguard_1_walk
path_look = bodyguard_1_look
use_camp = false
;------------------------------------------------

[logic@bodyguard_1]
suitable = {=check_npc_name(guard_1_stal)} true
active = walker@bodyguard_1
prior = 199
on_death = death@walker
on_hit = hit@walker

[walker@bodyguard_1]:walker@standart
path_walk = bodyguard_2_walk
path_look = bodyguard_2_look
use_camp = false
;--------------------------------------------------
;
;
;
;
;
;
;
;
;
[walker@agent]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_keep_when_attacked = false
set_gr_launch_enabled = false
use_camp = false
meet = no_meet
on_info = {=dist_between_actor_and_smart_le(pr_a16:20)} %=make_actor_visible_to_npc%

[logic@agent_1]
suitable = {=target_squad_name(pr_a16_fp_agent_squad)} true
active = animpoint@agent_1
prior = 200

[animpoint@agent_1]:walker@agent
cover_name = pr_a16_stalker_1
avail_animations = animpoint_sit_ass
;------------------------------------------------

[logic@agent_2]
suitable = {=target_squad_name(pr_a16_fp_agent_squad)} true
active = animpoint@agent_2
prior = 200

[animpoint@agent_2]:walker@agent
cover_name = pr_a16_stalker_2
avail_animations = animpoint_stay_wall
;------------------------------------------------

[logic@agent_3]
suitable = {=target_squad_name(pr_a16_fp_agent_squad)} true
active = animpoint@agent_3
prior = 190

[animpoint@agent_3]:walker@agent
cover_name = pr_a16_stalker_3
avail_animations = animpoint_sit_low
;------------------------------------------------

[logic@agent_4]
suitable = {=target_squad_name(pr_a16_fp_agent_squad)} true
active = animpoint@agent_4
prior = 200

[animpoint@agent_4]:walker@agent
cover_name = pr_a16_stalker_4
avail_animations = animpoint_sit_normal
;------------------------------------------------

[logic@agent_5]
suitable = {=target_squad_name(pr_a16_fp_agent_squad)} true
active = animpoint@agent_5
prior = 200

[animpoint@agent_5]:walker@agent
cover_name = pr_a16_stalker_5
avail_animations = animpoint_sit_high
;------------------------------------------------

[logic@agent_6]
suitable = {=target_squad_name(pr_a16_fp_agent_squad)} true
active = animpoint@agent_6
prior = 200

[animpoint@agent_6]:walker@agent
cover_name = pr_a16_stalker_6
avail_animations = animpoint_sit_normal
;------------------------------------------------
