[walker@standart]
post_combat_time = 0,0
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = true
combat_ignore_keep_when_attacked = false
meet = no_meet
invulnerable = true

[meet@russibic]
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
meet_on_talking = false
use = {!actor_enemy =dist_to_actor_le(4) +actor_can_speak !black_screen} self, {!actor_enemy} true
meet_dialog	=  start_addon_russibic_dialog
trade_enable 	= false
allow_break 	= false
;-------------------------------------------------------

[logic@actor_bandit]
suitable = {=check_npc_name(jup_a30_actor_bandit)} true
active = walker@actor_bandit
prior = 200

[walker@actor_bandit]:walker@standart
path_walk = walker_1_walk
path_look = walker_1_look
on_info = {+start_scene_actor_hunter} camper@actor_hunter

[camper@actor_hunter]:walker@standart
path_walk = camper_1_walk
path_look = camper_1_look
radius = 0
combat_ignore_cond = false
def_state_campering = hide_na
def_state_campering_fire = hide_fire
on_signal = actor_camper | {-actor_is_hunter} %+actor_is_hunter%
on_info = {+jup_a30_flesh_squad_dead} walker@actor_go

[walker@actor_go]:walker@standart
path_walk = walker_6_walk
path_look = walker_3_look
on_signal = actor_stay | remark@actor_bandit %+actor_stay_on_point%

[remark@actor_bandit]:walker@standart
target = story | bar_a2_duty_leader
anim = threat_na

;------------------------------------------------
[logic@russibic]
suitable = {=check_npc_name(bar_a2_duty_leader)} true
active = walker@russibic
prior = 200

[walker@russibic]:walker@standart
path_walk = walker_2_walk
path_look = walker_2_look
on_info = {+actor_stay_on_point} walker@russibic_go

[walker@russibic_go]:walker@standart
path_walk = walker_12_walk
path_look = walker_6_look
def_state_moving = assault
on_signal = russibic_go | walker@russibic_go_1 %+russibic_on_point_1%
on_info = {+russibic_on_point_1} walker@russibic_go_1

[walker@russibic_go_1]
path_walk = walker_13_walk
path_look = walker_7_look
def_state_moving = assault
on_signal = russibic_go_1 | walker@russibic_talk %+russibic_on_point_2%
on_info = {+russibic_on_point_2} walker@russibic_talk

[walker@russibic_talk]
path_walk = walker_7_walk
path_look = walker_4_look
def_state_moving = assault
meet = meet@russibic
on_info = {+jup_a30_russibic_go_to_bar} walker@go_to_bar

[walker@go_to_bar]:walker@standart
path_walk = walker_11_walk
path_look = walker_5_look
def_state_moving = assault

;------------------------------------------------
[logic@valera]
suitable = {=check_npc_name(pri_stalker_valera)} true
active = walker@valera
prior = 200

[walker@valera]:walker@standart
path_walk = walker_3_walk
path_look = walker_2_look
on_info = {+actor_stay_on_point} walker@valera_go

[walker@valera_go]:walker@standart
path_walk = walker_12_walk
path_look = walker_6_look
def_state_moving = assault
on_signal = russibic_go | walker@valera_go_1 %+russibic_on_point_1%
on_info = {+russibic_on_point_1} walker@valera_go_1

[walker@valera_go_1]
path_walk = walker_13_walk
path_look = walker_7_look
def_state_moving = assault
on_signal = russibic_go_1 | walker@valera_talk %+russibic_on_point_2%
on_info = {+russibic_on_point_2} walker@valera_talk

[walker@valera_talk]
path_walk = walker_8_walk
path_look = walker_4_look
def_state_moving = assault
on_info = {+jup_a30_russibic_go_to_bar} walker@go_to_bar

;------------------------------------------------
[logic@makdm]
suitable = {=check_npc_name(bar_a1_proveren_3)} true
active = walker@makdm
prior = 200

[walker@makdm]:walker@standart
path_walk = walker_4_walk
path_look = walker_2_look
on_info = {+actor_stay_on_point} walker@makdm_go

[walker@makdm_go]:walker@standart
path_walk = walker_12_walk
path_look = walker_6_look
def_state_moving = assault
on_signal = russibic_go | walker@makdm_go_1 %+russibic_on_point_1%
on_info = {+russibic_on_point_1} walker@makdm_go_1

[walker@makdm_go_1]
path_walk = walker_13_walk
path_look = walker_7_look
def_state_moving = assault
on_signal = russibic_go_1 | walker@makdm_talk %+russibic_on_point_2%
on_info = {+russibic_on_point_2} walker@makdm_talk

[walker@makdm_talk]
path_walk = walker_9_walk
path_look = walker_4_look
def_state_moving = assault
on_info = {+jup_a30_russibic_go_to_bar} walker@go_to_bar

;------------------------------------------------
[logic@mechanic]
suitable = {=check_npc_name(bar_a11_mechanic)} true
active = walker@mechanic
prior = 200

[walker@mechanic]:walker@standart
path_walk = walker_5_walk
path_look = walker_2_look
on_info = {+actor_stay_on_point} walker@mechanic_go

[walker@mechanic_go]:walker@standart
path_walk = walker_12_walk
path_look = walker_6_look
def_state_moving = assault
on_signal = russibic_go | walker@mechanic_go_1 %+russibic_on_point_1%
on_info = {+russibic_on_point_1} walker@mechanic_go_1

[walker@mechanic_go_1]
path_walk = walker_13_walk
path_look = walker_7_look
def_state_moving = assault
on_signal = russibic_go_1 | walker@mechanic_talk %+russibic_on_point_2%
on_info = {+russibic_on_point_2} walker@mechanic_talk

[walker@mechanic_talk]
path_walk = walker_10_walk
path_look = walker_4_look
def_state_moving = assault
on_info = {+jup_a30_russibic_go_to_bar} walker@go_to_bar

;------------------------------------------------
[logic@mob_home_1]
suitable = {=is_monster_flesh} true
active = mob_home@_1
monster_job = true
prior = 200

[mob_home@_1]
path_home = flesh_home_1
home_min_radius = 1
home_max_radius = 2
aggressive = false
combat_ignore_cond = true
on_info = {+actor_is_hunter} mob_home@_2

[mob_home@_2]
path_home = flesh_home_2
home_min_radius = 1
home_max_radius = 2
aggressive = true
combat_ignore_cond = {=check_enemy_name(actor)} true, 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 = false
meet_on_talking = false

[death@walker]
on_info = %+baloon_vintar_qwest_fail%

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

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

[walker@vintar]
post_combat_time = 0,0
path_walk = vintar_1_walk
path_look = vintar_1_look
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
meet = meet@standart
def_state_moving = assault
on_info  = {+jup_vintar_damages_dialog_end} companion@_1

[companion@_1]
post_combat_time = 0,0
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = {=fighting_dist_ge(80) !actor_enemy} true, false
meet = no_meet
on_info = {=npc_in_zone(jup_b200_spot) -vintar_on_base_sherkhan} %+vintar_on_base_sherkhan%
;
;
;
;
;
;
;
;
;

[animpoint@standart]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_keep_when_attacked = false

[logic@agent_1]
suitable = {=target_squad_name(jup_a30_agent_squad)} true
active = walker@agent_1
prior = 200

[walker@agent_1]:animpoint@standart
path_walk = agent_1_walk
path_look = agent_1_look
;------------------------------------------------

[logic@agent_2]
suitable = {=target_squad_name(jup_a30_agent_squad)} true
active = walker@agent_2
prior = 200

[walker@agent_2]:animpoint@standart
path_walk = agent_2_walk
path_look = agent_1_look
;------------------------------------------------

[logic@agent_3]
suitable = {=target_squad_name(jup_a30_agent_squad)} true
active = walker@agent_3
prior = 200

[walker@agent_3]:animpoint@standart
path_walk = agent_3_walk
path_look = agent_1_look
;------------------------------------------------

[logic@agent_4]
suitable = {=target_squad_name(jup_a30_agent_squad)} true
active = walker@agent_4
prior = 200

[walker@agent_4]:animpoint@standart
path_walk = agent_4_walk
path_look = agent_1_look
;------------------------------------------------

[logic@agent_5]
suitable = {=target_squad_name(jup_a30_agent_squad)} true
active = walker@agent_5
prior = 200

[walker@agent_5]:animpoint@standart
path_walk = agent_5_walk
path_look = agent_1_look
;------------------------------------------------
