[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
meet = meet@standart
def_state_moving = assault
def_state_moving1 = assault

[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@degtyrev]:meet@standart
close_distance  = 5
close_victim 	= actor
close_anim 		= wait_na

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

[death@walker]
on_info = {=killed_by_actor()} %=all_factions_enemy_to_actor +actor_attack_friend_squad%
;--------------------------------------------------

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

[walker@stalker_1]:walker@standart
path_walk = stalker_1_walk
path_look = stalker_1_look
meet = meet@degtyrev
;--------------------------------------------------

[logic@stalker_2]
suitable = {=check_npc_name(bar_a6_proveren_1)} true
active = walker@stalker_2
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@stalker_2]:walker@standart
path_walk = stalker_2_walk
path_look = stalker_2_look
;--------------------------------------------------

[logic@stalker_3]
suitable = {=check_npc_name(bar_a6_proveren_2)} true
active = walker@stalker_3
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@stalker_3]:walker@standart
path_walk = stalker_3_walk
path_look = stalker_3_look
;--------------------------------------------------

[logic@stalker_4]
suitable = {=check_npc_name(bar_a6_proveren_3)} true
active = walker@stalker_4
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@stalker_4]:walker@standart
path_walk = stalker_4_walk
path_look = stalker_4_look
;--------------------------------------------------

[logic@stalker_5]
suitable = {=check_npc_name(bar_a8_proveren_1)} true
active = walker@stalker_5
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@stalker_5]:walker@standart
path_walk = stalker_5_walk
path_look = stalker_5_look
;--------------------------------------------------

[logic@stalker_6]
suitable = {=check_npc_name(bar_a8_proveren_2)} true
active = walker@stalker_6
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@stalker_6]:walker@standart
path_walk = stalker_6_walk
path_look = stalker_6_look
;--------------------------------------------------

[logic@stalker_7]
suitable = {=check_npc_name(bar_a8_proveren_3)} true
active = walker@stalker_7
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@stalker_7]:walker@standart
path_walk = stalker_7_walk
path_look = stalker_7_look
;--------------------------------------------------
