[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@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%
;---------------------------------------------------

[logic@walker_1]
suitable = {=check_npc_name(bar_a2_dolg_01)} true
active = walker@wait_1
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@wait_1]:walker@standart
path_walk = dolg_1_walk
path_look = dolg_1_look
use_camp = true
meet = meet@standart
;-----------------------------------------------------

[logic@walker_2]
suitable = {=check_npc_name(bar_a2_dolg_2)} true
active = walker@wait_2
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@wait_2]:walker@standart
path_walk = dolg_2_walk
path_look = dolg_2_look
use_camp = true
meet = meet@standart
;--------------------------------------------------

[logic@walker_3]
suitable = {=check_npc_name(bar_a2_dolg_3)} true
active = walker@wait_3
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@wait_3]:walker@standart
path_walk = dolg_3_walk
path_look = dolg_3_look
use_camp = true
meet = meet@standart
;--------------------------------------------------

[logic@walker_4]
suitable = {=check_npc_name(bar_a2_dolg_9)} true, {=check_npc_name(bar_a2_dolg_15)} true
active = walker@wait_4
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@wait_4]:walker@standart
path_walk = dolg_9_walk
path_look = dolg_9_look
meet = meet@standart
;------------------------------------------------

[logic@walker_5]
suitable = {=check_npc_name(bar_a2_dolg_10)} true, {=check_npc_name(bar_a2_dolg_8)} true
active = walker@wait_5
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@wait_5]:walker@standart
path_walk = dolg_10_walk
path_look = dolg_10_look
meet = meet@standart
;-------------------------------------------------

[logic@walker_6]
suitable = {=check_npc_name(bar_a2_dolg_11)} true
active = walker@wait_6
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@wait_6]:walker@standart
path_walk = dolg_11_walk
path_look = dolg_11_look
meet = meet@standart
;-------------------------------------------------

[logic@dolg]
suitable = {=check_npc_name(bar_a10_dolg)} true
active = animpoint@stand_base_1
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@stand_base_1]:walker@standart
cover_name = bar_a10_animpoint_masalet
avail_animations = animpoint_sit_ass
use_camp = false
meet = meet@standart
;---------------------------------------------------
[logic@pilot]
suitable = {=check_npc_name(bar_a2_pilot)} true
active = animpoint@stand_base
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@stand_base]:walker@standart
cover_name = bar_a10_animpoint_pilot
avail_animations = animpoint_sit_ass
use_camp = true
meet = meet@standart
on_info = {!task_complete(vent_aspir_quest)} animpoint@pilot_quest

[animpoint@pilot_quest]:walker@standart
cover_name = bar_a10_animpoint_pilot
avail_animations = animpoint_sit_ass
use_camp = false
meet = meet@standart
on_info = {=task_complete(vent_aspir_quest)} animpoint@stand_base
;---------------------------------------------------

[mob_hit]
on_info = {=hit_by_actor()} %=all_factions_enemy_to_actor%

[mob_death]
on_info = %=all_factions_enemy_to_actor%

[logic@cat_matros]
suitable = {=is_monster_cat} true
active = mob_walker@waiting_sleep
monster_job = true
prior = 300
on_hit   = mob_hit
on_death = mob_death

[mob_walker@waiting_sleep]
path_walk = cat_matros_walk
path_look = cat_matros_look
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
on_timer = 4000 | {~50} mob_walker@sleep, mob_walker@sit
on_info = %=set_visual_memory_enabled(0)%

[mob_walker@sit]
path_walk = cat_matros_walk 
path_look = cat_matros_sit_look
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
on_actor_dist_le_nvis = 2 | mob_walker@waiting_sleep
on_timer = 30000 | mob_walker@waiting_sleep
on_info = %=set_visual_memory_enabled(0)%

[mob_walker@sleep]
path_walk = cat_matros_walk 
path_look = cat_matros_sleep_look
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
on_actor_dist_le_nvis = 2 | mob_walker@waiting_sleep
on_timer = 30000 | mob_walker@waiting_sleep
on_info = %=set_visual_memory_enabled(0)%
;-------------------------------------------------------------
;
;---------------------------------------------------

[death@stalk_opalev]
on_info  = {=killed_by_actor() -actor_choose_opalev} %=all_factions_enemy_to_actor%
on_info2 = {=killed_by_actor() +actor_choose_opalev} %+actor_killed_opalev%

[hit@stalk_opalev]
on_info = {=hit_by_actor() -actor_choose_opalev} %=all_factions_enemy_to_actor%

[logic@stalk_opalev]
suitable = {=target_squad_name(bar_a2_opalev_squad)} true
active = walker@stalk_opalev
prior = 200
on_death = death@stalk_opalev
on_hit = hit@stalk_opalev

[walker@stalk_opalev]:walker@standart
path_walk = opalev_walk
path_look = opalev_look
meet = meet@standart
use_camp = false
