[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
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 = false
meet_on_talking = false

[meet@lena]:meet@standart
close_distance  = 2
close_victim 	= actor
close_anim 		= wait_na
trade_enable = 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%

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

[logic@animpoint_1]
suitable = {=check_npc_name(bar_a8_proveren_1)} true, {=check_npc_name(bar_a3_zastava_guarder_1)} true, {=target_squad_name(bar_a8_fp_dolg_squad)} true
active = animpoint@wait_1
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_1]:walker@standart
cover_name = bar_a8_animpoint_1
avail_animations = animpoint_sit_ass
use_camp = true

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

[logic@animpoint_2]
suitable = {=check_npc_name(bar_a8_proveren_2)} true, {=check_npc_name(bar_a3_zastava_guarder_2)} true, {=target_squad_name(bar_a8_fp_dolg_squad)} true
active = animpoint@wait_2
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_2]:walker@standart
cover_name = bar_a8_animpoint_2
avail_animations = animpoint_sit_ass
use_camp = true

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


[logic@animpoint_3]
suitable = {=check_npc_name(bar_a8_proveren_3)} true, {=check_npc_name(bar_a3_zastava_guarder_3)} true, {=target_squad_name(bar_a8_fp_dolg_squad)} true
active = animpoint@stand_base
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@stand_base]:walker@standart
cover_name = bar_a8_animpoint_3
avail_animations = animpoint_sit_ass
use_camp = true

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

[logic@proveren_1]
suitable = {=check_npc_name(bar_a9_proveren_1)} true, {=target_squad_name(bar_a8_dolg_squad)} true
active = walker@wait_1
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@wait_1]:walker@standart
path_walk = proveren_1_walk
path_look = proveren_1_look
on_info = {+jup_degtyarev_snare_dialog_1_end -stop_limansk_teleport -start_va_freeplay_game} walker@wait_2

[walker@wait_2]:walker@standart
path_walk = proveren_2_walk
path_look = proveren_2_look
on_info  = {+stop_limansk_teleport} walker@wait_1
on_info2 = {+start_va_freeplay_game} walker@wait_1

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

[logic@degtyrev_1]
suitable = {=check_npc_name(jup_stalker_dectyrev)} true
active = walker@degtyrev_1
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@degtyrev_1]:walker@standart
path_walk = degtyr_1_walk
path_look = degtyr_1_look
;--------------------------------------------------

[logic@lena_1]
suitable = {=check_npc_name(jup_smuggler_lena)} true
active = walker@lena_1
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@lena_1]:walker@standart
path_walk = lena_1_walk
path_look = lena_1_look
meet = meet@lena
;---------------------------------------------------------
[meet@maria]:meet@standart
use = {=actor_enemy} false, {=dist_to_actor_le(6) -bar_maria_var_final_dialog_end +red_maria_var_final_dialog_end} self, true
meet_dialog	=  {-bar_maria_var_final_dialog_end +red_maria_var_final_dialog_end} bar_maria_var_final_dialog, nil


[logic@maria]
suitable = {=check_npc_name(amazon_maria)} true
active = walker@maria
prior = 200

[walker@maria]:walker@standart
path_walk = maria_1_walk
path_look = maria_1_look
meet = meet@maria
;--------------------------------------------------

[death@stalk_skazochnik]
on_info  = {=killed_by_actor() -actor_choose_skazochnik} %=all_factions_enemy_to_actor%
on_info2 = {=killed_by_actor() +actor_choose_skazochnik} %+actor_killed_skazochnik%

[hit@stalk_skazochnik]
on_info = {=hit_by_actor() -actor_choose_skazochnik} %=all_factions_enemy_to_actor%

[meet@stalk_skazochnik]:meet@standart
trade_enable = true

[logic@stalk_skazochnik]
suitable = {=target_squad_name(bar_a8_skazochnik_squad)} true
active = walker@stalk_skazochnik
prior = 200
on_death = death@stalk_skazochnik
on_hit = hit@stalk_skazochnik

[walker@stalk_skazochnik]:walker@standart
path_walk = skazochnik_walk
path_look = skazochnik_look
use_camp = false
meet = meet@stalk_skazochnik
