[walker@standart]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
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

[meet@trade_mech]:meet@standart
close_distance  = 3
close_victim 	= actor
close_anim 		= wait_na

[meet@lider_monolit]:meet@standart
close_distance  = 3
close_victim 	= actor
close_anim 		= wait_na
use = {=actor_enemy} false, {=dist_to_actor_le(3.4) !actor_enemy -lider_monolit_hello_dialog_end} self, true
meet_dialog	=  lider_monolit_hello_dialog
trade_enable = false

[meet@lider_monolit_1]:meet@standart
close_distance  = 3
close_victim 	= actor
close_anim 		= wait_na
use = {=actor_enemy} false, {+start_lim_lider_monolit_emerald =dist_to_actor_le(10) !actor_enemy -lim_lider_monolit_emerald_wind_self_dialog_end} self, true
meet_dialog	=  lim_lider_monolit_emerald_wind_self_dialog
trade_enable = false

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

[walker@wait_1]:walker@standart
path_walk = lider_1_walk
path_look = lider_1_look
def_state_moving = assault
meet = meet@lider_monolit
on_info = {+lider_monolit_hello_dialog_end} walker@wait_1_1

[walker@wait_1_1]:walker@standart
path_walk = lider_2_walk
path_look = lider_2_look
on_info = {+lim_lider_monolit_emerald_wind_dialog_end} remark@lider_monolit

[remark@lider_monolit]:walker@standart
target = story | actor
anim = wait_rac
meet = no_meet
combat_ignore_cond = true
on_signal = anim_end | %=play_sound(guard_speacks_lider_monolit)%
on_signal2 = sound_end | walker@wait_1_1_1 %+remark_lider_monolit%
on_info = {+remark_lider_monolit} walker@wait_1_1_1

[walker@wait_1_1_1]:walker@standart
path_walk = lider_2_walk
path_look = lider_2_look
meet = meet@lider_monolit_1
;------------------------------------------------

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

[walker@wait_2]:walker@standart
path_walk = walker_2_walk
path_look = walker_2_look
;------------------------------------------------

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

[walker@wait_3]:walker@standart
path_walk = walker_3_walk
path_look = walker_3_look
meet = meet@trade_mech
;------------------------------------------------

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

[walker@wait_4]:walker@standart
path_walk = walker_4_walk
path_look = walker_4_look
;------------------------------------------------

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

[walker@wait_5]:walker@standart
path_walk = walker_5_walk
path_look = walker_5_look
;------------------------------------------------

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

[walker@wait_6]:walker@standart
path_walk = walker_6_walk
path_look = walker_6_look
;------------------------------------------------

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

[walker@wait_7]:walker@standart
path_walk = walker_7_walk
path_look = walker_7_look
;------------------------------------------------

[logic@walker_8]
suitable = {=check_npc_name(alka_monolit)} true
active = walker@wait_8
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@wait_8]:walker@standart
path_walk = walker_8_walk
path_look = walker_8_look
;------------------------------------------------

[logic@walker_9]
suitable = {=check_npc_name(gotay_monolit)} true
active = walker@wait_9
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@wait_9]:walker@standart
path_walk = walker_9_walk
path_look = walker_9_look
;------------------------------------------------

[logic@walker_10]
suitable = {=check_npc_name(olkhov_monolit)} true
active = walker@wait_10
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@wait_10]:walker@standart
path_walk = walker_10_walk
path_look = walker_10_look
;------------------------------------------------

[logic@walker_11]
suitable = {=check_npc_name(hedhunt_monolit)} true
active = walker@wait_11
prior = 200
trade = misc\trade\dark_a3_yra.ltx
can_select_weapon = true
level_spot = trader
on_death = death@walker
on_hit = hit@walker

[walker@wait_11]:walker@standart
path_walk = walker_11_walk
path_look = walker_11_look
meet = meet@trade_mech