[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

[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%

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

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

[logic@smug_1]
suitable = {=check_npc_name(lim_smuggler_lena)} true
active = walker@wait_1
prior = 200
on_death = death@den
on_hit = hit@walker

[walker@wait_1]:walker@standart
path_walk = hostage_1_walk
path_look = hostage_1_look
combat_ignore_cond = {=fighting_dist_ge(30) !check_enemy_name(actor)} true, false
on_info = {+actor_teleported_bus_station -lim_a13_agent_squad_dead} remark@lena

[remark@lena]:walker@standart
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
anim = prisoner
target = path | lim_a13_hostage_1_look, 0
invulnerable = true
on_info  = {+lim_a13_agent_squad_dead} walker@wait_1 %=give_items(wpn_fn2000)%
on_info2 = %=control_position( lim_a13_hostage_1_walk:0.3 )%
;------------------------------------------------

[logic@smug_2]
suitable = {=check_npc_name(lena_guard_1)} true
active = walker@wait_2
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@wait_2]:walker@standart
path_walk = hostage_2_walk
path_look = hostage_2_look
combat_ignore_cond = {=fighting_dist_ge(30) !check_enemy_name(actor)} true, false
on_info = {+actor_teleported_bus_station -lim_a13_agent_squad_dead} remark@guard_1

[remark@guard_1]:walker@standart
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
anim = prisoner
target = path | lim_a13_hostage_2_look, 0
invulnerable = true
on_info  = {+lim_a13_agent_squad_dead} walker@wait_2 %=give_items(wpn_svd)%
on_info2 = %=control_position( lim_a13_hostage_2_walk:0.3 )%
;------------------------------------------------

[logic@smug_3]
suitable = {=check_npc_name(lena_guard_2)} true
active = walker@wait_3
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@wait_3]:walker@standart
path_walk = hostage_3_walk
path_look = hostage_3_look
combat_ignore_cond = {=fighting_dist_ge(30) !check_enemy_name(actor)} true, false
on_info = {+actor_teleported_bus_station -lim_a13_agent_squad_dead} remark@guard_2

[remark@guard_2]:walker@standart
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
anim = prisoner
target = path | lim_a13_hostage_3_look, 0
invulnerable = true
on_info  = {+lim_a13_agent_squad_dead} walker@wait_3 %=give_items(wpn_spas12)%
on_info2 = %=control_position( lim_a13_hostage_3_walk:0.3 )%

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

[logic@agent_1]
suitable = {=target_squad_name(lim_a13_agent_squad)} true
active = walker@wait_4
prior = 200

[walker@wait_4]:walker@standart
path_walk = agent_1_walk
path_look = agent_1_look
combat_ignore_cond = {-start_attack_lim_a13_agent_squad} true, {!check_enemy_name(actor)} true, false
meet = no_meet
;------------------------------------------------

[logic@agent_2]
suitable = {=target_squad_name(lim_a13_agent_squad)} true
active = walker@wait_5
prior = 200

[walker@wait_5]:walker@standart
path_walk = agent_2_walk
path_look = agent_1_look
combat_ignore_cond = {-start_attack_lim_a13_agent_squad} true, {!check_enemy_name(actor)} true, false
meet = no_meet
;------------------------------------------------

[logic@agent_3]
suitable = {=target_squad_name(lim_a13_agent_squad)} true
active = walker@wait_6
prior = 200

[walker@wait_6]:walker@standart
path_walk = agent_3_walk
path_look = agent_1_look
combat_ignore_cond = {-start_attack_lim_a13_agent_squad} true, {!check_enemy_name(actor)} true, false
meet = no_meet
;------------------------------------------------

[logic@agent_4]
suitable = {=target_squad_name(lim_a13_agent_squad)} true
active = walker@wait_7
prior = 200

[walker@wait_7]:walker@standart
path_walk = agent_4_walk
path_look = agent_1_look
combat_ignore_cond = {-start_attack_lim_a13_agent_squad} true, {!check_enemy_name(actor)} true, false
meet = no_meet
;------------------------------------------------

[logic@agent_5]
suitable = {=target_squad_name(lim_a13_agent_squad)} true
active = walker@wait_8
prior = 200

[walker@wait_8]:walker@standart
path_walk = agent_5_walk
path_look = agent_1_look
combat_ignore_cond = {-start_attack_lim_a13_agent_squad} true, {!check_enemy_name(actor)} true, false
meet = no_meet
;
;
;
;
;
[walker@zombied]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = {=fighting_dist_ge(10)} true, false
combat_ignore_keep_when_attacked = false
invulnerable = {=actor_active_knife(wpn_knife_super)} false, true
hit_anomaly = false
;------------------------------------------------

[logic@zombied_1]
suitable = {=target_squad_name(lim_a13_zombied_squad)} true
active = walker@zombied_1
prior = 200

[walker@zombied_1]:walker@zombied
path_walk = zombied_1_walk
path_look = zombied_1_look
;------------------------------------------------

[logic@zombied_2]
suitable = {=target_squad_name(lim_a13_zombied_squad)} true
active = walker@zombied_2
prior = 200

[walker@zombied_2]:walker@zombied
path_walk = zombied_2_walk
path_look = zombied_2_look
;------------------------------------------------

[logic@zombied_3]
suitable = {=target_squad_name(lim_a13_zombied_squad)} true
active = walker@zombied_3
prior = 200

[walker@zombied_3]:walker@zombied
path_walk = zombied_3_walk
path_look = zombied_3_look
;------------------------------------------------

[logic@zombied_4]
suitable = {=target_squad_name(lim_a13_zombied_squad)} true
active = walker@zombied_4
prior = 200

[walker@zombied_4]:walker@zombied
path_walk = zombied_4_walk
path_look = zombied_4_look
;------------------------------------------------