[logic@blood_1]
suitable = {=is_monster_bloodsuker} true
active = mob_home@_2
monster_job = true
prior = 100

[mob_home@_2]
path_home = blood_home
home_min_radius = 10
home_max_radius = 25
aggressive = true

[logic@blood_2]:logic@blood_1

[logic@blood_3]:logic@blood_1

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

[walker@standart]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = true
invulnerable = true

[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@mechanic]:meet@standart
use = {=dist_to_actor_le(5) -red_mechanic_ghosts_past_dialog_end} self, false
meet_dialog	=  {-red_mechanic_ghosts_past_dialog_end} red_mechanic_ghosts_past_dialog, nil

[logic@mechanic]
suitable = {=check_npc_name(lim_a5_mechanic)} true
active = walker@mechanic
prior = 200

[walker@mechanic]:walker@standart
path_walk = mechanic_walk
path_look = mechanic_look
meet = meet@mechanic
;
;
;
;
;
;

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

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

[animpoint@monolith]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
use_camp = true
meet = meet@standart

[logic@monolit_1]
suitable = {=target_squad_name(lim_a12_fp_monolith_squad)} true
active = animpoint@monolit_1
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@monolit_1]:animpoint@monolith
cover_name = lim_a12_animp_1
avail_animations = animpoint_sit_knee
;----------------------------------------------------------------------------------------------------------

[logic@monolit_2]
suitable = {=target_squad_name(lim_a12_fp_monolith_squad)} true
active = animpoint@monolit_2
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@monolit_2]:animpoint@monolith
cover_name = lim_a12_animp_2
avail_animations = animpoint_sit_ass
;----------------------------------------------------------------------------------------------------------

[logic@monolit_3]
suitable = {=target_squad_name(lim_a12_fp_monolith_squad)} true
active = animpoint@monolit_3
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@monolit_3]:animpoint@monolith
cover_name = lim_a12_animp_3
avail_animations = animpoint_sit_knee
;----------------------------------------------------------------------------------------------------------

[logic@monolit_4]
suitable = {=target_squad_name(lim_a12_fp_monolith_squad)} true
active = animpoint@monolit_4
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@monolit_4]:animpoint@monolith
cover_name = lim_a12_animp_4
avail_animations = animpoint_sit_ass
;----------------------------------------------------------------------------------------------------------
