[walker@freedom]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
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@animpoint_1]
suitable = {=check_npc_name(dark_a2_winchester)} true
active = animpoint@wait_1
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_1]:walker@freedom
cover_name = mil_a3_animpoint_1
avail_animations = animpoint_sit_knee
use_camp = false
;----------------------------------------------------

[logic@animpoint_2]
suitable = {=check_npc_name(dark_a2_voice)} true
active = animpoint@wait_2
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_2]:walker@freedom
cover_name = mil_a3_animpoint_2
avail_animations = animpoint_sit_knee
;----------------------------------------------------

[logic@animpoint_3]
suitable = {=check_npc_name(dark_a2_uragan)} true
active = animpoint@wait_3
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_3]:walker@freedom
cover_name = mil_a3_animpoint_3
avail_animations = animpoint_sit_knee
;----------------------------------------------------

[logic@animpoint_4]
suitable = {=check_npc_name(dark_a2_krest)} true
active = animpoint@wait_4
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_4]:walker@freedom
cover_name = mil_a3_animpoint_4
avail_animations = animpoint_sit_ass
;----------------------------------------------------

[logic@animpoint_5]
suitable = {=check_npc_name(dark_a2_newklear)} true
active = animpoint@wait_5
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_5]:walker@freedom
cover_name = mil_a3_animpoint_5
avail_animations = animpoint_sit_ass
;-----------------------------------------------------
