[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

[camper@standart]
post_combat_time = 0,0
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = {+jup_medik_first_quest_yes_end +start_assault_jup_a19} false, {=check_enemy_name(actor) =actor_in_zone(jup_a18_sr_noweapon) -actor_ignored_sedoy_task} true, {!check_enemy_name(actor) -actor_ignored_sedoy_task} true, false
combat_ignore_keep_when_attacked = true
radius = 20
def_state_campering = hide_na
def_state_campering_fire = hide_fire
def_state_moving = assault
meet = no_meet
wounded = wounded@work
on_info = {+actor_ignored_sedoy_task} %=make_actor_visible_to_npc%

[animpoint@standart]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_keep_when_attacked = true
combat_ignore_cond = {=check_enemy_name(actor) =actor_in_zone(jup_a18_sr_noweapon) -actor_ignored_sedoy_task} true, {!check_enemy_name(actor) -actor_ignored_sedoy_task} true, false
meet = no_meet
invulnerable = {+jup_medik_first_quest_yes_end -start_assault_jup_a19} true, 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@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

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

[hit@killer]
on_info  = {=hit_by_actor() +start_assault_jup_a19} %+jup_a19_hit_done%

[death@killer]
on_info = {=killed_by_actor() +start_assault_jup_a19} %+jup_a19_death_done%
;--------------------------------------------------
[logic@camper_1]
suitable = {=check_npc_name(agent)} true
active = camper@wait_1
prior = 200

[camper@wait_1]:camper@standart
path_walk = camper_1_walk
path_look = camper_1_look

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

[logic@camper_2]
suitable = {=check_npc_name(agent)} true
active = camper@wait_2
prior = 200

[camper@wait_2]:camper@standart
path_walk = camper_2_walk
path_look = camper_1_look

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

[logic@camper_3]
suitable = {=check_npc_name(agent)} true
active = camper@wait_3
prior = 200

[camper@wait_3]:camper@standart
path_walk = camper_3_walk
path_look = camper_1_look

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

[logic@camper_4]
suitable = {=check_npc_name(agent)} true
active = camper@wait_4
prior = 200

[camper@wait_4]:camper@standart
path_walk = camper_4_walk
path_look = camper_1_look

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

[logic@camper_5]
suitable = {=check_npc_name(agent)} true
active = camper@wait_5
prior = 200

[camper@wait_5]:camper@standart
path_walk = camper_5_walk
path_look = camper_1_look

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

[logic@camper_6]
suitable = {=check_npc_name(agent)} true
active = camper@wait_6
prior = 200

[camper@wait_6]:camper@standart
path_walk = camper_6_walk
path_look = camper_1_look
;------------------------------------------------

[logic@animpoint_1]
suitable = {=check_npc_name(killer)} true
active = animpoint@wait_1
prior = 200
on_death = death@killer
on_hit = hit@killer

[animpoint@wait_1]:animpoint@standart
cover_name = jup_a19_animpoint_1
avail_animations = animpoint_sit_high
on_info = {+actor_ignored_sedoy_task -jup_medik_first_quest_yes_end} %=make_actor_visible_to_npc%

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

[logic@animpoint_2]
suitable = {=check_npc_name(killer)} true
active = animpoint@wait_2
prior = 200
on_death = death@killer
on_hit = hit@killer

[animpoint@wait_2]:animpoint@standart
cover_name = jup_a19_animpoint_2
avail_animations = animpoint_sit_low
on_info = {+actor_ignored_sedoy_task -jup_medik_first_quest_yes_end} %=make_actor_visible_to_npc%
;------------------------------------------------

[logic@animpoint_3]
suitable = {=check_npc_name(killer)} true
active = animpoint@wait_3
prior = 200
on_death = death@killer
on_hit = hit@killer

[animpoint@wait_3]:animpoint@standart
cover_name = jup_a19_animpoint_3
avail_animations = animpoint_sit_normal
on_info = {+actor_ignored_sedoy_task -jup_medik_first_quest_yes_end} %=make_actor_visible_to_npc%
;------------------------------------------------

[logic@animpoint_4]
suitable = {=check_npc_name(killer)} true
active = animpoint@wait_4
prior = 200
on_death = death@killer
on_hit = hit@killer

[animpoint@wait_4]:animpoint@standart
cover_name = jup_a19_animpoint_4
avail_animations = animpoint_stay_wall
on_info = {+actor_ignored_sedoy_task -jup_medik_first_quest_yes_end} %=make_actor_visible_to_npc%
;------------------------------------------------

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

[walker@wait_1]:animpoint@standart
path_walk = walker_1_walk
path_look = walker_1_look
on_info = {+actor_ignored_sedoy_task -jup_medik_first_quest_yes_end} %=make_actor_visible_to_npc%
;------------------------------------------------

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

[walker@wait_2]:animpoint@standart
path_walk = walker_2_walk
path_look = walker_2_look
on_info = {+actor_ignored_sedoy_task -jup_medik_first_quest_yes_end} %=make_actor_visible_to_npc%
;-------------------------------------------------------------ÁÀÍÄÈÒÛ

[logic@walker_3]
suitable = {=check_npc_name(guard_bandit)} true
active = walker@wait_4
prior = 200
on_hit = hit@walker

[walker@wait_4]:animpoint@standart
path_walk = walker_4_walk
path_look = walker_4_look
on_info = {+start_assault_jup_a19} walker@wait_10

[walker@wait_10]:animpoint@standart
path_walk = walker_1_walk
path_look = walker_1_look
combat_ignore_keep_when_attacked = false
combat_ignore_cond = false
def_state_moving = assault
def_state_moving1 = assault
on_info = {+jup_a19_killer_squad_dead} animpoint@wait_6

[animpoint@wait_6]:animpoint@standart
cover_name = jup_a19_animpoint_1
avail_animations = animpoint_sit_high
combat_ignore_keep_when_attacked = false
combat_ignore_cond = false
meet = meet@standart
;------------------------------------------------------
[logic@walker_4]
suitable = {=check_npc_name(guard_bandit)} true
active = walker@wait_5
prior = 200
on_hit = hit@walker

[walker@wait_5]:animpoint@standart
path_walk = walker_5_walk
path_look = walker_4_look
on_info = {+start_assault_jup_a19} walker@wait_11

[walker@wait_11]:animpoint@standart
path_walk = walker_1_walk
path_look = walker_1_look
combat_ignore_keep_when_attacked = false
combat_ignore_cond = false
def_state_moving = assault
def_state_moving1 = assault
on_info = {+jup_a19_killer_squad_dead} animpoint@wait_7

[animpoint@wait_7]:animpoint@standart
cover_name = jup_a19_animpoint_2
avail_animations = animpoint_sit_low
combat_ignore_keep_when_attacked = false
combat_ignore_cond = false
meet = meet@standart
;------------------------------------------------------
[logic@walker_5]
suitable = {=check_npc_name(assault_bandit)} true
active = walker@wait_6
prior = 200
on_hit = hit@walker

[walker@wait_6]:animpoint@standart
path_walk = walker_6_walk
path_look = walker_4_look
on_info  = {=dist_to_actor_le(4)} walker@wait_12 %+start_assault_jup_a19 =set_squads_enemies(jup_a19_killer_squad:jup_a19_bandit_squad)%
on_info2 = {+start_assault_jup_a19} walker@wait_12 %=set_squads_enemies(jup_a19_killer_squad:jup_a19_bandit_squad)%

[walker@wait_12]:animpoint@standart
path_walk = walker_1_walk
path_look = walker_1_look
combat_ignore_keep_when_attacked = false
combat_ignore_cond = false
def_state_moving = assault
def_state_moving1 = assault
on_info = {+jup_a19_killer_squad_dead} animpoint@wait_5

[animpoint@wait_5]:animpoint@standart
cover_name = jup_a19_animpoint_4
avail_animations = animpoint_stay_wall
combat_ignore_keep_when_attacked = false
combat_ignore_cond = false
meet = meet@standart
;-------------------------------------------------------
[logic@walker_6]
suitable = {=check_npc_name(guard_bandit)} true
active = walker@wait_7
prior = 200
on_hit = hit@walker

[walker@wait_7]:animpoint@standart
path_walk = walker_7_walk
path_look = walker_4_look
on_info = {+start_assault_jup_a19} walker@wait_13

[walker@wait_13]:animpoint@standart
path_walk = walker_1_walk
path_look = walker_1_look
combat_ignore_keep_when_attacked = false
combat_ignore_cond = false
def_state_moving = assault
def_state_moving1 = assault
on_info = {+jup_a19_killer_squad_dead} animpoint@wait_8

[animpoint@wait_8]:animpoint@standart
cover_name = jup_a19_animpoint_3
avail_animations = animpoint_sit_normal
combat_ignore_keep_when_attacked = false
combat_ignore_cond = false
meet = meet@standart
def_state_moving = assault
def_state_moving1 = assault
;------------------------------------------------
[logic@walker_7]
suitable = {=check_npc_name(guard_bandit)} true
active = walker@wait_8
prior = 200
on_hit = hit@walker

[walker@wait_8]:animpoint@standart
path_walk = walker_8_walk
path_look = walker_4_look
on_info = {+start_assault_jup_a19} walker@wait_9

[walker@wait_9]:animpoint@standart
path_walk = walker_1_walk
path_look = walker_1_look
combat_ignore_keep_when_attacked = false
combat_ignore_cond = false
meet = meet@standart
def_state_moving = assault
def_state_moving1 = assault

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