[camper@standart]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
def_state_campering = threat_na
radius = 3
meet = meet@standart

[walker@standart]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
def_state_moving = assault
def_state_moving1 = assault
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

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

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

[death@den]
on_info  = {=killed_by_actor()} %=all_factions_enemy_to_actor%
on_info2 = {!killed_by_actor()} %=sniper_shoot =kill_actor%
;------------------------------------------------

[logic@camper_2]
suitable = {=check_npc_name(bar_a5_voyak_4)} true
active = camper@wait_12
prior = 200
on_death = death@walker
on_hit = hit@walker

[camper@wait_12]:camper@standart
path_walk = camper_2_walk
path_look = camper_3_look
;---------------------------------------------------

[logic@camper_3]
suitable = {=check_npc_name(bar_a5_voyak_3)} true
active = camper@wait_13
prior = 200
on_death = death@walker
on_hit = hit@walker

[camper@wait_13]:camper@standart
path_walk = camper_3_walk
path_look = camper_2_look
;---------------------------------------------------

[logic@camper_4]
suitable = {=check_npc_name(bar_a5_voyak_2)} true
active = camper@wait_14
prior = 200
on_death = death@walker
on_hit = hit@walker

[camper@wait_14]:camper@standart
path_walk = camper_4_walk
path_look = camper_2_look
;---------------------------------------------------

[logic@camper_5]
suitable = {=check_npc_name(bar_a5_voyak_1)} true
active = camper@wait_15
prior = 200
on_death = death@walker
on_hit = hit@walker

[camper@wait_15]:camper@standart
path_walk = camper_5_walk
path_look = camper_2_look
;---------------------------------------------------

[logic@walker_1]
suitable = {=check_npc_name(bar_a5_stalkerden)} true
active = walker@wait_16
prior = 200
on_death = death@den
on_hit = hit@walker

[walker@wait_16]:walker@standart
path_walk = walker_1_walk
path_look = walker_1_look
post_combat_time = 0,0
on_info = {+lim_stalker_den_attack_dialog_2_end} remark@stalkerden

[remark@stalkerden]:walker@standart
target = story | actor
anim = wait_rac
meet = no_meet
combat_ignore_cond = true
on_signal = anim_end | %=play_sound(den_speack_lider_monolit)%
on_signal2 = sound_end | walker@wait_50 %+remark_stalkerden_end%

[walker@wait_50]:walker@standart
path_walk = walker_1_walk
path_look = walker_1_look
post_combat_time = 0,0
;
;
;
;
;
;
;
;---------------------------------------------------
[wounded@work]
hp_state        = 0|wounded_heavy@help_heavy
hp_state_see    = 0|wounded_heavy@help_heavy
hp_victim       = 0|nil
hp_fight        = 0|false
hp_cover        = 0|false

[camper@kiborg]
combat_ignore_cond = {+actor_has_red_agent_notebook} true, {=fighting_dist_ge(100)} true, false
post_combat_time = 0,0
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
def_state_campering = threat_na
def_state_moving = assault
wounded = wounded@work
radius = 10

[logic@kiborg_1]
suitable = {=target_squad_name(lim_a1_kiborg_squad)} true
active = walker@wait_160
prior = 200

[walker@wait_160]
path_walk = walker_1_walk
path_look = walker_1_look
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_keep_when_attacked = false
combat_ignore_cond = {+actor_has_red_agent_notebook} true, {=fighting_dist_ge(100)} true, false
def_state_moving = assault
def_state_moving1 = assault
wounded = wounded@work
;---------------------------------------------------

[logic@kiborg_2]
suitable = {=target_squad_name(lim_a1_kiborg_squad)} true
active = camper@wait_120
prior = 200

[camper@wait_120]:camper@kiborg
path_walk = camper_2_walk
path_look = camper_3_look
;---------------------------------------------------

[logic@kiborg_3]
suitable = {=target_squad_name(lim_a1_kiborg_squad)} true
active = camper@wait_130
prior = 200

[camper@wait_130]:camper@kiborg
path_walk = camper_3_walk
path_look = camper_2_look
;---------------------------------------------------

[logic@kiborg_4]
suitable = {=target_squad_name(lim_a1_kiborg_squad)} true
active = camper@wait_140
prior = 200

[camper@wait_140]:camper@kiborg
path_walk = camper_4_walk
path_look = camper_2_look
;---------------------------------------------------

[logic@kiborg_5]
suitable = {=target_squad_name(lim_a1_kiborg_squad)} true
active = camper@wait_150
prior = 200

[camper@wait_150]:camper@kiborg
path_walk = camper_5_walk
path_look = camper_2_look
;---------------------------------------------------