[animpoint@standart]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_keep_when_attacked = false
combat_ignore_cond = {+stop_jup_a14_attack} true, false
def_state_moving = assault
on_info = {=npc_community(proveren)} %=restore_health%

[death@agent]
on_info = {=killed_by_actor() -jup_a14_agent_killed} %+jup_a14_agent_killed%
;--------------------------------------------------

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

[animpoint@wait_1]:animpoint@standart
cover_name = jup_a14_animp_1
avail_animations = animpoint_sit_normal
;------------------------------------------------

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

[walker@wait_1]:animpoint@standart
path_walk = walker_1_walk
path_look = walker_1_look
;------------------------------------------------

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

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

[logic@walker_3]
suitable = {=check_npc_name(killer)} true, {=check_npc_name(agent)} true
active = walker@wait_3
prior = 200
on_death = death@agent

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

[logic@walker_4]
suitable = {=check_npc_name(killer)} true, {=check_npc_name(agent)} true
active = walker@wait_4
prior = 200
on_death = death@agent

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

[logic@walker_5]
suitable = {=check_npc_name(killer)} true, {=check_npc_name(agent)} true
active = walker@wait_5
prior = 200
on_death = death@agent

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

[logic@walker_6]
suitable = {=check_npc_name(killer)} true, {=check_npc_name(agent)} true
active = walker@wait_6
prior = 200
on_death = death@agent

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

[logic@walker_7]
suitable = {=check_npc_name(killer)} true, {=check_npc_name(agent)} true
active = walker@wait_7
prior = 200
on_death = death@agent

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

[logic@walker_8]
suitable = {=check_npc_name(killer)} true, {=check_npc_name(agent)} true
active = walker@wait_8
prior = 200
on_death = death@agent

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

[logic@walker_9]
suitable = {=check_npc_name(killer)} true, {=check_npc_name(agent)} true
active = walker@wait_9
prior = 200
on_death = death@agent

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

[logic@walker_10]
suitable = {=check_npc_name(killer)} true, {=check_npc_name(agent)} true
active = walker@wait_10
prior = 200
on_death = death@agent

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

[logic@walker_11]
suitable = {=check_npc_name(killer)} true, {=check_npc_name(agent)} true
active = walker@wait_11
prior = 200
on_death = death@agent

[walker@wait_11]:animpoint@standart
path_walk = walker_11_walk
path_look = walker_11_look
;------------------------------------------------

[logic@razrab]
suitable = {=check_npc_name(razrab)} true
active = walker@razrab
prior = 200
on_death = death@agent

[walker@razrab]:animpoint@standart
path_walk = razrab_1_walk
path_look = razrab_1_look
;
;
;
;
;
;
;
;

[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
combat_ignore_cond = {+stop_jup_a14_attack} true, false
meet = meet@standart
def_state_moving = assault

[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(bandit) +actor_attack_friend_squad%

[death@degtyrev]
on_info  = {=killed_by_actor()} %=all_factions_enemy_to_actor(bandit) +actor_attack_friend_squad%
on_info2 = {!killed_by_actor()} %+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@dectyrev]
suitable = {=check_npc_name(dectyrev)} true
active = walker@dectyrev
prior = 200
on_death = death@degtyrev
on_hit = hit@walker

[walker@dectyrev]:walker@standart
path_walk = dectyrev_1_walk
path_look = dectyrev_1_look
meet = no_meet
on_signal = jup_a14_dectyrev | animpoint@dectyrev %+jup_a14_dectyrev_arrived%
on_info = {+jup_a14_dectyrev_arrived} animpoint@dectyrev

[animpoint@dectyrev]:walker@standart
cover_name = jup_a14_animp_1
avail_animations = animpoint_sit_normal
;--------------------------------------------------

[logic@proveren_1]
suitable = {=check_npc_name(bar_a6_proveren_1)} true
active = walker@proveren_1
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@proveren_1]:walker@standart
path_walk = proveren_1_walk
path_look = proveren_1_look
on_info = {+jup_a14_start_attack} walker@wait_1
;--------------------------------------------------

[logic@proveren_2]
suitable = {=check_npc_name(bar_a6_proveren_2)} true
active = walker@proveren_2
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@proveren_2]:walker@standart
path_walk = proveren_2_walk
path_look = proveren_1_look
on_info = {+jup_a14_start_attack} walker@wait_2
;--------------------------------------------------

[logic@proveren_3]
suitable = {=check_npc_name(bar_a6_proveren_3)} true
active = walker@proveren_3
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@proveren_3]:walker@standart
path_walk = proveren_3_walk
path_look = proveren_1_look
on_info = {+jup_a14_start_attack} walker@wait_3
;--------------------------------------------------

[logic@proveren_4]
suitable = {=check_npc_name(bar_a8_proveren_1)} true
active = walker@proveren_4
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@proveren_4]:walker@standart
path_walk = proveren_4_walk
path_look = proveren_2_look
on_info = {+jup_a14_start_attack} walker@wait_4
;--------------------------------------------------

[logic@proveren_5]
suitable = {=check_npc_name(bar_a8_proveren_2)} true
active = walker@proveren_5
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@proveren_5]:walker@standart
path_walk = proveren_5_walk
path_look = proveren_2_look
on_info = {+jup_a14_start_attack} walker@wait_5
;--------------------------------------------------

[logic@proveren_6]
suitable = {=check_npc_name(bar_a8_proveren_3)} true
active = walker@proveren_6
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@proveren_6]:walker@standart
path_walk = proveren_6_walk
path_look = proveren_2_look
on_info = {+jup_a14_start_attack} walker@wait_6
;--------------------------------------------------

[logic@smuggler_1]
suitable = {=check_npc_name(jup_smuggler_lena)} true
active = animpoint@smuggler_1
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@smuggler_1]:walker@standart
cover_name = jup_a14_animp_1
avail_animations = animpoint_sit_normal
;--------------------------------------------------

[logic@smuggler_2]
suitable = {=check_npc_name(lena_guard_1)} true
active = walker@smuggler_2
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@smuggler_2]:walker@standart
path_walk = smuggler_1_walk
path_look = smuggler_1_look
;--------------------------------------------------

[logic@smuggler_3]
suitable = {=check_npc_name(lena_guard_2)} true
active = walker@smuggler_3
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@smuggler_3]:walker@standart
path_walk = smuggler_2_walk
path_look = smuggler_2_look
;--------------------------------------------------
;
;
;
;
[walker@bandit]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_keep_when_attacked = false
def_state_moving = assault
meet = meet@standart

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

[hit@bandit]
on_info  = {=hit_by_actor()} %=all_factions_enemy_to_actor(bandit)%

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

[logic@bandit_1]
suitable = {=check_npc_name(aver_a1_4erepok)} true
active = animpoint@bandit_1
prior = 200
on_death = death@bandit
on_hit = hit@bandit

[animpoint@bandit_1]:walker@bandit
cover_name = jup_a14_animp_1
avail_animations = animpoint_sit_normal
;------------------------------------------------

[logic@bandit_2]
suitable = {=check_npc_name(gashmon)} true
active = walker@bandit_2
prior = 200
on_death = death@bandit
on_hit = hit@bandit

[walker@bandit_2]:walker@bandit
path_walk = walker_1_walk
path_look = walker_1_look
;------------------------------------------------

[logic@bandit_3]
suitable = {=check_npc_name(mihey)} true
active = walker@bandit_3
prior = 200
on_death = death@bandit
on_hit = hit@bandit

[walker@bandit_3]:walker@bandit
path_walk = walker_2_walk
path_look = walker_2_look
;------------------------------------------------

[logic@bandit_4]
suitable = {=check_npc_name(rak_bandit)} true
active = walker@bandit_4
prior = 200
on_death = death@bandit
on_hit = hit@bandit

[walker@bandit_4]:walker@bandit
path_walk = walker_3_walk
path_look = walker_3_look
;------------------------------------------------

[logic@bandit_5]
suitable = {=check_npc_name(gupi)} true
active = walker@bandit_5
prior = 200
on_death = death@bandit
on_hit = hit@bandit

[walker@bandit_5]:walker@bandit
path_walk = walker_4_walk
path_look = walker_4_look
;------------------------------------------------

[logic@bandit_6]
suitable = {=check_npc_name(kastet)} true
active = walker@bandit_6
prior = 200
on_death = death@bandit
on_hit = hit@bandit

[walker@bandit_6]:walker@bandit
path_walk = walker_5_walk
path_look = walker_5_look
;------------------------------------------------

[logic@bandit_7]
suitable = {=check_npc_name(drdenn)} true
active = walker@bandit_7
prior = 200
on_death = death@bandit
on_hit = hit@bandit

[walker@bandit_7]:walker@bandit
path_walk = walker_6_walk
path_look = walker_6_look
;------------------------------------------------

[logic@bandit_8]
suitable = {=check_npc_name(stalkersensey)} true
active = walker@bandit_8
prior = 200
on_death = death@bandit
on_hit = hit@bandit

[walker@bandit_8]:walker@bandit
path_walk = walker_7_walk
path_look = walker_7_look
;------------------------------------------------
