[walker@standart]
post_combat_time = 0,0
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_keep_when_attacked = false
set_gr_launch_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

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

[logic@stalker_1]
suitable = {=check_npc_name(dark_a2_winchester)} true
active = walker@stalker_1
prior = 200
on_hit = hit@walker

[walker@stalker_1]:walker@standart
path_walk = winch_walk
path_look = winch_look

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

[logic@stalker_2]
suitable = {=check_npc_name(dark_a2_voice)} true
active = walker@stalker_2
prior = 200
on_hit = hit@walker

[walker@stalker_2]:walker@standart
path_walk = voice_walk
path_look = voice_look

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

[logic@stalker_3]
suitable = {=check_npc_name(dark_a2_uragan)} true
active = walker@stalker_3
prior = 200
on_hit = hit@walker

[walker@stalker_3]:walker@standart
path_walk = uragan_walk
path_look = uragan_look

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

[logic@stalker_4]
suitable = {=check_npc_name(dark_a2_krest)} true
active = walker@stalker_4
prior = 200
on_hit = hit@walker

[walker@stalker_4]:walker@standart
path_walk = krest_walk
path_look = krest_look

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

[logic@stalker_5]
suitable = {=check_npc_name(dark_a2_newklear)} true
active = walker@stalker_5
prior = 200
on_hit = hit@walker

[walker@stalker_5]:walker@standart
path_walk = newklear_walk
path_look = newklear_look
