[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
set_gr_launch_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 = false
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%
on_info2 = {!hit_by_actor()} %=restore_health%
;--------------------------------------------------

[logic@stalker_1]
suitable = {=check_npc_name(bar_a2_stalker_degtyrev)} true, {=check_npc_name(pr_a7_stalker_degtyrev)} true
active = animpoint@stalker_1
prior = 200
on_hit = hit@walker
on_death = death@walker

[animpoint@stalker_1]:walker@standart
cover_name = pr_a24_animpoint_1
avail_animations = animpoint_sit_ass
use_camp = false

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

[logic@stalker_2]
suitable = {=check_npc_name(bar_a3_zastava_commander)} true, {=check_npc_name(pr_a7_zastava_commander)} true
active = animpoint@stalker_2
prior = 200
on_hit = hit@walker
on_death = death@walker

[animpoint@stalker_2]:walker@standart
cover_name = pr_a24_animpoint_2
avail_animations = animpoint_sit_knee

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

[logic@stalker_3]
suitable = {=check_npc_name(jup_smuggler_lena)} true, {=check_npc_name(pr_a7_smuggler_lena)} true
active = animpoint@stalker_3
prior = 200
on_hit = hit@walker
on_death = death@walker

[animpoint@stalker_3]:walker@standart
cover_name = pr_a24_animpoint_3
avail_animations = animpoint_sit_knee
