[walker@standart]
post_combat_time = 0,0
def_state_moving = assault
def_state_moving1 = assault
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
meet = no_meet

[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

[meet@shmatko]:meet@standart
close_distance  = 3
close_victim 	= actor
close_anim 		= wait_na
trade_enable = false

[death@walker]
on_info = {=killed_by_actor() -stalker_shmatko_dead} %+stalker_shmatko_dead%

[hit@walker]
on_info = {=hit_by_actor()} %=set_squads_enemy_to_actor(jup_a6_ecolog_squad) +stalker_shmatko_dead%

[death@shmatko]
on_info = %+stalker_shmatko_dead%
;--------------------------------------------------

[logic@botan_1]
suitable = {=check_npc_name(botan_1)} true
active = walker@botan_1
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@botan_1]:walker@standart
path_walk = botan_1_walk
path_look = botan_1_look
;--------------------------------------------------

[logic@botan_2]
suitable = {=check_npc_name(botan_2)} true
active = walker@botan_2
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@botan_2]:walker@standart
path_walk = botan_2_walk
path_look = botan_2_look
;--------------------------------------------------

[logic@botan_3]
suitable = {=check_npc_name(shmatko)} true
active = walker@botan_3
prior = 200
on_death = death@shmatko
on_hit = hit@walker

[walker@botan_3]:walker@standart
path_walk = botan_3_walk
path_look = botan_3_look
meet = meet@shmatko
