[walker@stalker]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
meet = meet@standart
use_camp = true

[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 +actor_attack_friend_squad%

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

[logic@walker_6]
suitable = {=check_npc_name(aver_a2_lider_stalker)} true
active = walker@wait_6
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@wait_6]:walker@stalker
path_walk = walker_6_walk
path_look = walker_6_look
use_camp = false

[logic@walker_7]
suitable = {=check_npc_name(aver_a2_rozor_stalker)} true
active = animpoint@wait_7
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_7]:walker@stalker
cover_name = radar_a10_animpoint_5
avail_animations = animpoint_sit_knee

[logic@walker_8]
suitable = {=check_npc_name(aver_a2_leo_stalker)} true
active = animpoint@wait_8
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_8]:walker@stalker
cover_name = radar_a10_animpoint_4
avail_animations = animpoint_sit_knee

[logic@walker_9]
suitable = {=check_npc_name(aver_a2_zomax_stalker)} true
active = animpoint@wait_9
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_9]:walker@stalker
cover_name = radar_a10_animpoint_3
avail_animations = animpoint_sit_knee

[logic@walker_10]
suitable = {=check_npc_name(aver_a2_ad_stalker)} true
active = animpoint@wait_10
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_10]:walker@stalker
cover_name = radar_a10_animpoint_2
avail_animations = animpoint_sit_knee

[logic@walker_11]
suitable = {=check_npc_name(aver_a2_glomar_stalker)} true
active = animpoint@wait_11
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_11]:walker@stalker
cover_name = radar_a10_animpoint_1
avail_animations = animpoint_sit_ass
