[walker@standart]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = {=check_enemy_name(bar_a10_cat_matros)} true, false
def_state_moving1 = assault
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

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

[hit@walker]
on_info = {=hit_by_actor()} %=all_factions_enemy_to_actor%
;---------------------------------------------------

[logic@proveren_1]
suitable = {=check_npc_name(bar_a6_proveren_1)} true, {=target_squad_name(bar_a6_fp_dolg_squad)} true
active = walker@wait_1
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@wait_1]:walker@standart
path_walk = proveren_1_walk
path_look = proveren_1_look
use_camp = true
;-----------------------------------------------------

[logic@proveren_2]
suitable = {=check_npc_name(bar_a6_proveren_2)} true, {=target_squad_name(bar_a6_fp_dolg_squad)} true
active = walker@wait_2
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@wait_2]:walker@standart
path_walk = proveren_2_walk
path_look = proveren_2_look
use_camp = true
;--------------------------------------------------


[logic@proveren_3]
suitable = {=check_npc_name(bar_a6_proveren_3)} true, {=target_squad_name(bar_a6_fp_dolg_squad)} true
active = walker@wait_3
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@wait_3]:walker@standart
path_walk = proveren_3_walk
path_look = proveren_3_look
use_camp = true
;--------------------------------------------------

[death@stalk_kholodec]
on_info  = {=killed_by_actor() -actor_choose_kholodec} %=all_factions_enemy_to_actor%
on_info2 = {=killed_by_actor() +actor_choose_kholodec} %+actor_killed_kholodec%

[hit@stalk_kholodec]
on_info = {=hit_by_actor() -actor_choose_kholodec} %=all_factions_enemy_to_actor%

[logic@stalk_kholodec]
suitable = {=target_squad_name(bar_a6_kholodec_squad)} true
active = walker@stalk_kholodec
prior = 200
on_death = death@stalk_kholodec
on_hit = hit@stalk_kholodec

[walker@stalk_kholodec]:walker@standart
path_walk = kholodec_walk
path_look = kholodec_look
use_camp = false
