[walker@standart]
gather_items_enabled = false
corpse_detection_enabled = false

;-----------------------------------------
[meet]
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 = false
meet_on_talking = false

[meet@vadim]:meet
close_distance  = 4
close_victim 	= actor
close_anim 		= ward

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

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

[logic@zastava_commander]
suitable = {=check_npc_name(bar_a4_zastava_commander)} true
prior = 200
active = walker@wait
on_death = death@walker
on_hit = hit@walker

[walker@wait]:walker@standart
path_walk = walker_1_walk
path_look = walker_1_look
meet = meet@vadim
;-----------------------------------------

[logic@zastava_guarder_1]
suitable = {=check_npc_name(bar_a4_zastava_guarder_1)} true
prior = 200
active = walker@wait_1
on_death = death@walker
on_hit = hit@walker

[walker@wait_1]:walker@standart
path_walk = walker_2_walk
path_look = walker_2_look
meet = meet@vadim
;-----------------------------------------

[logic@zastava_guarder_2]
suitable = {=check_npc_name(bar_a4_zastava_guarder_2)} true
prior = 200
active = walker@wait_2
on_death = death@walker
on_hit = hit@walker

[walker@wait_2]:walker@standart
path_walk = walker_3_walk
path_look = walker_3_look
meet = meet@vadim
;-----------------------------------------
