[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

[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
wounded = wounded@work

[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 = {+start_kiborg_go_to_jup_a24} false, true
meet_on_talking = false

[meet@bandit_1]:meet@standart
use = {!actor_enemy =dist_to_actor_le(3) -dialog_guard_bandit_1_end} self, {!actor_enemy} true, false
meet_dialog	=  dialog_guard_bandit_1
trade_enable = false


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

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

[logic@walker_1]
suitable = {=check_npc_name(baloon_bandit)} true
active = walker@wait_1
prior = 200
can_select_weapon = false
level_spot = trader
trade = misc\trade\trade_jup_b202_stalker_barmen.ltx
on_death = death@walker
on_hit = hit@walker

[walker@wait_1]:walker@standart
path_walk = stalker_1_walk
path_look = stalker_1_look
meet = meet@standart

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

[walker@garik]:walker@standart
path_walk = stalker_1_walk
path_look = stalker_1_look
meet = meet@standart

[logic@walker_7]
suitable = {=check_npc_name(guard_bandit_1)} true
active = walker@wait_7
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@wait_7]:walker@standart
path_walk = stalker_1_walk
path_look = stalker_1_look
meet = meet@bandit_1
;-----------------------------------------------------

[logic@walker_2]
suitable = {=check_npc_name(guard_bandit_sniper)} true, {=check_npc_name(amazon_nata)} true, {=check_npc_name(guard_bandit_2)} true
active = walker@wait_2
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@wait_2]:walker@standart
path_walk = stalker_2_walk
path_look = stalker_2_look
;-----------------------------------------------------

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

[walker@wait_3]:walker@standart
path_walk = stalker_3_walk
path_look = stalker_3_look
;-----------------------------------------------------

[logic@walker_4]
suitable = {=check_npc_name(hedhunt_monolit)} true
active = walker@wait_4
prior = 200
trade = misc\trade\dark_a3_yra.ltx
can_select_weapon = false
level_spot = trader
on_death = death@walker
on_hit = hit@walker

[walker@wait_4]:walker@standart
path_walk = stalker_4_walk
path_look = stalker_4_look
meet = meet@standart

[logic@kiborg_2]
suitable = {=check_npc_name(amazon_nina)} true, {=check_npc_name(bandit_sniper) +dialog_guard_bandit_4_end} true
active = walker@kiborg_2
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@kiborg_2]:walker@standart
path_walk = stalker_4_walk
path_look = stalker_4_look
meet = meet@standart
;-----------------------------------------------------

[logic@walker_5]
suitable = {=check_npc_name(lim_a4_olkhov_monolit)} true, {=check_npc_name(amazon_svetlana)} true, {=check_npc_name(guard_bandit_6)} true
active = walker@wait_5
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@wait_5]:walker@standart
path_walk = stalker_5_walk
path_look = stalker_5_look
;-----------------------------------------------------

[logic@walker_6]
suitable = {=check_npc_name(lim_a4_gotay_monolit)} true, {=check_npc_name(amazon_galina)} true
active = walker@wait_6
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@wait_6]:walker@standart
path_walk = stalker_6_walk
path_look = stalker_6_look
;-----------------------------------------------------

[logic@kiborg_1]
suitable = {=check_npc_name(amazon_oksana)} true
active = walker@kiborg_1
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@kiborg_1]:walker@standart
path_walk = stalker_7_walk
path_look = stalker_7_look

;-----------------------------------------------------
[hit@smuggler]
on_info = {=hit_by_actor()} %+actor_attack_smuggler_squad%
on_info2 = {!hit_by_actor()} %=restore_health%
;-----------------------------------------------------

[logic@smuggler_1]
suitable = {=check_npc_name(raven_guard_1)} true
active = walker@smuggler_1
prior = 200
on_hit = hit@smuggler

[walker@smuggler_1]:walker@standart
path_walk = stalker_1_walk
path_look = stalker_1_look
on_info  = {+jup_vasilkov_debt_repayment_dialog_2_end} companion@_1
on_info2 = {+actor_attack_jup_a1_squad +seleznev_arrived_jup_a24} %=actor_enemy%

[companion@_1]:walker@standart
wounded = wounded@work
on_info = {-smugler_arrived_jup_a18 =dist_npc_to_obj_le(sr_to_radar_from_jupiter:60)} %+smugler_arrived_jup_a18%
on_info2 = {+actor_attack_jup_a1_squad} %=actor_enemy%
;-----------------------------------------------------

[logic@smuggler_2]
suitable = {=check_npc_name(raven_guard_2)} true
active = walker@smuggler_2
prior = 200
on_hit = hit@smuggler

[walker@smuggler_2]:walker@standart
path_walk = stalker_2_walk
path_look = stalker_2_look
on_info  = {+jup_vasilkov_debt_repayment_dialog_2_end} companion@_1
on_info2 = {+actor_attack_jup_a1_squad +seleznev_arrived_jup_a24} %=actor_enemy%
;-----------------------------------------------------

[logic@smuggler_3]
suitable = {=check_npc_name(raven_guard_3)} true
active = walker@smuggler_3
prior = 200
on_hit = hit@smuggler

[walker@smuggler_3]:walker@standart
path_walk = stalker_3_walk
path_look = stalker_3_look
on_info  = {+jup_vasilkov_debt_repayment_dialog_2_end} companion@_1
on_info2 = {+actor_attack_jup_a1_squad +seleznev_arrived_jup_a24} %=actor_enemy%
;-----------------------------------------------------

[logic@smuggler_4]
suitable = {=check_npc_name(raven_guard_4)} true
active = walker@smuggler_4
prior = 200
on_hit = hit@smuggler

[walker@smuggler_4]:walker@standart
path_walk = stalker_4_walk
path_look = stalker_4_look
on_info  = {+jup_vasilkov_debt_repayment_dialog_2_end} companion@_1
on_info2 = {+actor_attack_jup_a1_squad +seleznev_arrived_jup_a24} %=actor_enemy%
;-----------------------------------------------------

[logic@smuggler_5]
suitable = {=check_npc_name(raven_guard_5)} true
active = walker@smuggler_5
prior = 200
on_hit = hit@smuggler

[walker@smuggler_5]:walker@standart
path_walk = stalker_5_walk
path_look = stalker_5_look
on_info  = {+jup_vasilkov_debt_repayment_dialog_2_end} companion@_1
on_info2 = {+actor_attack_jup_a1_squad +seleznev_arrived_jup_a24} %=actor_enemy%
;-----------------------------------------------------
[hit@botanik]
on_info = {=hit_by_actor()} %+actor_attack_jup_a1_squad%

[logic@botanik]
suitable = {=check_npc_name(seleznev)} true
active = walker@botanik
prior = 200
on_hit = hit@botanik

[walker@botanik]:walker@standart
path_walk = stalker_6_walk
path_look = stalker_6_look
artefact_hunter_enabled = false
hit_anomaly = false
on_info  = {+actor_attack_smuggler_squad} %=actor_enemy%
on_info2 = {+lets_go_to_anomal} companion@_2 %=spawn_object_in(anomaly_scaner:pri_stalker_seleznev)%

[companion@_2]:walker@standart
artefact_hunter_enabled = false
wounded = wounded@work
combat_ignore_cond = {=fighting_dist_ge(30) !actor_enemy} true, false
on_info  = {=dist_to_actor_ge(140)} %=kill_squad(jup_a2_ecolog_squad) +jup_a2_ecolog_squad_dead%
on_info2 = {=dist_npc_to_obj_le(jup_b206_spot:40)} %+seleznev_arrived_jup_a28%
;----------------------------------------------------------------------
[death@lena]
on_info = %=all_factions_enemy_to_actor +actor_attack_friend_squad%

[logic@lenfsq_1]
suitable = {=check_npc_name(jup_smuggler_lena)} true
active = walker@lenfsq_1
prior = 200
on_death = death@lena
on_hit = hit@walker

[walker@lenfsq_1]:walker@standart
path_walk = lenfsq_1_walk
path_look = lenfsq_1_look

[logic@lenfsq_2]
suitable = {=check_npc_name(lena_guard_1)} true
active = walker@lenfsq_2
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@lenfsq_2]:walker@standart
path_walk = lenfsq_2_walk
path_look = lenfsq_1_look

[logic@lenfsq_3]
suitable = {=check_npc_name(lena_guard_2)} true
active = walker@lenfsq_3
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@lenfsq_3]:walker@standart
path_walk = lenfsq_3_walk
path_look = lenfsq_1_look
;----------------------------------------------------

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

[walker@voyak]:walker@standart
path_walk = voyak_1_walk
path_look = voyak_1_look
on_info = {=dist_to_actor_le(150) -kill_jup_a24_voyak} %=make_actor_visible_to_npc +kill_jup_a24_voyak%

;
[shurup@standart]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_keep_when_attacked = false
meet = no_meet
wounded = wounded@work
on_info = {+actor_attack_jup_a24_shurup_squad} %=actor_enemy =make_actor_visible_to_npc%

[logic@shurup_0]
suitable = {=check_npc_name(jup_shurup_bandit)} true, {=target_squad_name(jup_a24_kiborg_squad)} true, {=target_squad_name(jup_a24_fp_kiborg_squad)} true
active = walker@shurup_0
prior = 200

[walker@shurup_0]:shurup@standart
path_walk = shurup_0_walk
path_look = shurup_0_look

[logic@shurup_1]
suitable = {=check_npc_name(shurup_guard_1)} true, {=target_squad_name(jup_a24_kiborg_squad)} true, {=target_squad_name(jup_a24_fp_kiborg_squad)} true
active = walker@shurup_1
prior = 200

[walker@shurup_1]:shurup@standart
path_walk = shurup_1_walk
path_look = shurup_1_look

[logic@shurup_2]
suitable = {=check_npc_name(shurup_guard_2)} true, {=target_squad_name(jup_a24_kiborg_squad)} true, {=target_squad_name(jup_a24_fp_kiborg_squad)} true
active = walker@shurup_2
prior = 200

[walker@shurup_2]:shurup@standart
path_walk = shurup_2_walk
path_look = shurup_2_look

[logic@shurup_3]
suitable = {=check_npc_name(shurup_guard_3)} true, {=target_squad_name(jup_a24_kiborg_squad)} true, {=target_squad_name(jup_a24_fp_kiborg_squad)} true
active = walker@shurup_3
prior = 200

[walker@shurup_3]:shurup@standart
path_walk = shurup_3_walk
path_look = shurup_3_look

[logic@shurup_4]
suitable = {=check_npc_name(shurup_guard_4)} true, {=target_squad_name(jup_a24_kiborg_squad)} true, {=target_squad_name(jup_a24_fp_kiborg_squad)} true
active = walker@shurup_4
prior = 200

[walker@shurup_4]:shurup@standart
path_walk = shurup_4_walk
path_look = shurup_4_look

[logic@shurup_5]
suitable = {=check_npc_name(shurup_guard_5)} true, {=target_squad_name(jup_a24_kiborg_squad)} true, {=target_squad_name(jup_a24_fp_kiborg_squad)} true
active = walker@shurup_5
prior = 200

[walker@shurup_5]:shurup@standart
path_walk = shurup_5_walk
path_look = shurup_5_look

[logic@shurup_6]
suitable = {=check_npc_name(shurup_guard_6)} true, {=target_squad_name(jup_a24_kiborg_squad)} true, {=target_squad_name(jup_a24_fp_kiborg_squad)} true
active = walker@shurup_6
prior = 200

[walker@shurup_6]:shurup@standart
path_walk = shurup_6_walk
path_look = shurup_6_look

[logic@shurup_7]
suitable = {=check_npc_name(shurup_guard_7)} true, {=target_squad_name(jup_a24_kiborg_squad)} true, {=target_squad_name(jup_a24_fp_kiborg_squad)} true
active = walker@shurup_7
prior = 200

[walker@shurup_7]:shurup@standart
path_walk = shurup_7_walk
path_look = shurup_7_look

[logic@shurup_8]
suitable = {=check_npc_name(shurup_guard_8)} true, {=target_squad_name(jup_a24_kiborg_squad)} true, {=target_squad_name(jup_a24_fp_kiborg_squad)} true
active = walker@shurup_8
prior = 200

[walker@shurup_8]:shurup@standart
path_walk = shurup_8_walk
path_look = shurup_8_look

[logic@shurup_9]
suitable = {=check_npc_name(shurup_guard_9)} true, {=target_squad_name(jup_a24_kiborg_squad)} true, {=target_squad_name(jup_a24_fp_kiborg_squad)} true
active = walker@shurup_9
prior = 200

[walker@shurup_9]:shurup@standart
path_walk = shurup_9_walk
path_look = shurup_9_look

