;------------------------------------------------
[walker@standart]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
cool_death_enabled = false
meet = meet@hostage
def_state_moving = assault
combat_ignore_keep_when_attacked = true
combat_ignore_cond = {!check_enemy_name(actor)} true, false
on_info = {+actor_attack_friend_squad} %=actor_enemy%

[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@hostage]:meet@standart
close_distance  = 2
close_victim 	= actor
close_anim 		= wait_na
trade_enable = false

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

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

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

[walker@stalker_1]:walker@standart
path_walk = stalker_1_walk
path_look = stalker_1_look
on_info2 = {+laba_key_number_five_done} walker@stalker_1_1
on_info3 = {-actor_attack_friend_squad} %=actor_neutral%

[walker@stalker_1_1]:walker@standart
path_walk = stalker_6_walk
path_look = stalker_6_look
on_info2 = {-actor_attack_friend_squad} %=actor_neutral%
;--------------------------------------------------

[logic@stalker_2]
suitable = {=check_npc_name(hostage_1)} true
active = walker@stalker_2
prior = 200

[walker@stalker_2]:walker@standart
path_walk = stalker_2_walk
path_look = stalker_2_look
on_info2 = {+laba_key_number_seven_done -actor_attack_friend_squad} walker@stalker_2_2

[walker@stalker_2_2]:walker@standart
path_walk = stalker_5_walk
path_look = stalker_5_look
on_info2 = {+actor_attack_friend_squad} walker@stalker_2
;--------------------------------------------------

[logic@stalker_3]
suitable = {=check_npc_name(hostage_2)} true
active = walker@stalker_3
prior = 200

[walker@stalker_3]:walker@standart
path_walk = stalker_3_walk
path_look = stalker_3_look
on_info2 = {+laba_key_number_one_done -actor_attack_friend_squad} walker@stalker_3_3

[walker@stalker_3_3]:walker@standart
path_walk = stalker_7_walk
path_look = stalker_7_look
on_info2 = {+actor_attack_friend_squad} walker@stalker_3
;--------------------------------------------------

[logic@stalker_4]
suitable = {=check_npc_name(hostage_3)} true
active = walker@stalker_4
prior = 200

[walker@stalker_4]:walker@standart
path_walk = stalker_4_walk
path_look = stalker_4_look
on_info2 = {+laba_key_number_four_done -actor_attack_friend_squad} walker@stalker_4_4

[walker@stalker_4_4]:walker@standart
path_walk = stalker_8_walk
path_look = stalker_8_look
on_info2 = {+actor_attack_friend_squad} walker@stalker_4
;--------------------------------------------------
;

[combat] 
combat_type = knife

[logic@guard]
suitable = {=check_npc_name(guard_hostage)} true
active = walker@guard
prior = 200
on_combat = combat

[walker@guard]:walker@standart
path_walk = guard_1_walk
path_look = guard_1_look
combat_ignore_keep_when_attacked = false
combat_ignore_cond = {+actor_attack_friend_squad} true, {=fighting_dist_ge(20)} true, {!check_enemy_name(actor)} true, false
on_info2  = {=actor_drop_grenade} %+actor_is_shooting_in_laba%
on_sound = actor|WPN_shoot|150|0.0| {-actor_is_shooting_in_laba !actor_active_knife(wpn_knife)} %+actor_is_shooting_in_laba%
;--------------------------------------------------
;
;
;
;
;
;
;--------------------------------------------------
;
[walker@gres]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
cool_death_enabled = false
meet = no_meet
combat_ignore_cond = true

[logic@gres_1]
suitable = {=check_npc_name(commander_gres)} true
active = walker@gres_1
prior = 200

[walker@gres_1]:walker@gres
path_walk = gres_1_walk
path_look = gres_1_look
on_signal  = gres_1 | remark@gres_1

[remark@gres_1]:walker@gres
target = story | actor
anim = wait_na
on_game_timer = 40 | remark@gres_attack_3

[remark@gres_attack_3]:walker@gres
target = story | actor
anim = threat_fire
on_info = {-squad_gres_attack_actor} %+squad_gres_attack_actor%
;--------------------------------------------------

[logic@gres_2]
suitable = {=check_npc_name(gres_bodyguard_1)} true
active = walker@gres_2
prior = 200

[walker@gres_2]:walker@gres
path_walk = gres_2_walk
path_look = gres_1_look
on_signal  = gres_2 | remark@gres_2

[remark@gres_2]:walker@gres
target = story | actor
anim = threat
on_game_timer = 40 | remark@gres_attack_1

[remark@gres_attack_1]:walker@gres
target = story | actor
anim = threat_fire
on_info = {-squad_gres_attack_actor} %+squad_gres_attack_actor%
;-------------------------------------------------

[logic@gres_3]
suitable = {=check_npc_name(gres_bodyguard_2)} true
active = walker@gres_3
prior = 200

[walker@gres_3]:walker@gres
path_walk = gres_3_walk
path_look = gres_1_look
on_signal  = gres_3 | remark@gres_3

[remark@gres_3]:walker@gres
target = story | actor
anim = threat
on_game_timer = 40 | remark@gres_attack_2

[remark@gres_attack_2]:walker@gres
target = story | actor
anim = threat_fire
on_info = {-squad_gres_attack_actor} %+squad_gres_attack_actor%

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

[wounded@work]
hp_state        = 0|wounded_heavy@help_heavy
hp_state_see    = 0|wounded_heavy@help_heavy
hp_victim       = 0|nil
hp_fight        = 0|false
hp_cover        = 0|false

[walker@kiborg]
post_combat_time = 0,0
set_gr_launch_enabled = false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_keep_when_attacked = false
hit_anomaly = false
def_state_moving = assault
def_state_moving1 = assault
wounded = wounded@work

[logic@kiborg_1]
suitable = {=target_squad_name(x5_a2_kiborg_squad)} true
active = walker@kiborg_1
prior = 200

[walker@kiborg_1]:walker@kiborg
path_walk = kiborg_1_walk
path_look = kiborg_1_look
;--------------------------------------------------

[logic@kiborg_2]
suitable = {=target_squad_name(x5_a2_kiborg_squad)} true
active = walker@kiborg_2
prior = 200

[walker@kiborg_2]:walker@kiborg
path_walk = kiborg_2_walk
path_look = kiborg_1_look
;--------------------------------------------------

[logic@kiborg_3]
suitable = {=target_squad_name(x5_a2_kiborg_squad)} true
active = walker@kiborg_3
prior = 200

[walker@kiborg_3]:walker@kiborg
path_walk = kiborg_3_walk
path_look = kiborg_1_look
;--------------------------------------------------

[logic@kiborg_4]
suitable = {=target_squad_name(x5_a2_kiborg_squad)} true
active = walker@kiborg_4
prior = 200

[walker@kiborg_4]:walker@kiborg
path_walk = kiborg_4_walk
path_look = kiborg_1_look
;--------------------------------------------------

[logic@kiborg_5]
suitable = {=target_squad_name(x5_a2_kiborg_squad)} true
active = walker@kiborg_5
prior = 200

[walker@kiborg_5]:walker@kiborg
path_walk = kiborg_5_walk
path_look = kiborg_1_look
;--------------------------------------------------
;--------------------------------------------------
;--------------------------------------------------
;--------------------------------------------------
[wounded@degtyrev]
hp_state = 101|wounded_heavy@help_heavy
hp_state_see = 101|wounded_heavy@help_heavy
hp_victim = 101|actor
hp_cover = 101|false
hp_fight = 101|false
autoheal = false
not_for_help = true
enable_talk = false

[meet@degtyrev]:meet@standart
use = {=actor_enemy} false, {=dist_to_actor_le(3) -lab_degtyarev_selection_dialog_end} self, true
meet_dialog	= {-lab_degtyarev_selection_dialog_end} lab_degtyarev_selection_dialog, nil
trade_enable = false

[death@degtyrev]
on_info = {=killed_by_actor()} %=all_factions_enemy_to_actor +actor_attack_laba_squad%

[walker@stalker]
post_combat_time = 0,0
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
cool_death_enabled = false
combat_ignore_cond = true

[logic@degtyrev_1]
suitable = {=check_npc_name(stalker_dectyrev)} true
active = walker@degtyrev_1
prior = 200
on_death = death@degtyrev

[walker@degtyrev_1]:walker@stalker
path_walk = degtyr_1_walk
path_look = degtyr_1_look
on_info  = {=dist_to_actor_le(100)} remark@degtyr_wounded

[remark@degtyr_wounded]:walker@stalker
cool_death_enabled = false
wounded = wounded@degtyrev
meet = meet@degtyrev
on_info = {+laba_point_1_lena +lab_lena_selection_var_one_dialog_end} %=control_position(degtyrev_pos_laba)%
;--------------------------------------------------

[meet@lena]:meet@standart
close_distance  = 3
close_victim 	= actor
close_anim 		= wait_na
use = {=actor_enemy} false, {=dist_to_actor_le(2.5) -lab_lena_selection_dialog_end} self, true
meet_dialog	= {-lab_lena_selection_dialog_end} lab_lena_selection_dialog, nil
trade_enable = false

[meet@lena_1]:meet@standart
close_distance  = 3
close_victim 	= actor
close_anim 		= wait_na
use = {=actor_enemy} false, {=dist_to_actor_le(5) -laba_lena_final_dialog_end} self, true
meet_dialog	= {+actor_gave_af_mother_heart_klava +jup_grizzled_brother_dialog_1_end -laba_lena_final_dialog_end} lab_lena_selection_var_one_dialog, {-laba_lena_final_dialog_end} lab_lena_selection_var_two_dialog, nil
trade_enable = false


[logic@lena_1]
suitable = {=check_npc_name(smuggler_lena)} true
active = walker@lena_1
prior = 200
on_death = death@degtyrev

[walker@lena_1]:walker@stalker
path_walk = lena_1_walk
path_look = lena_1_look
invulnerable = {=has_enemy} true, false
meet = meet@lena
on_info  = {+lab_lena_selection_dialog_end} walker@lena_2

[walker@lena_2]:walker@stalker
path_walk = lena_2_walk
path_look = lena_2_look
def_state_moving = assault
invulnerable = {=has_enemy} true, false
meet = no_meet
on_signal = point_lena | remark@lena %+laba_point_lena%
on_info = {+laba_point_lena} remark@lena

[remark@lena]:walker@stalker
anim = threat_na
meet = no_meet
target = story | osoznanie_commander_gres
on_info = {+lab_gres_selection_dialog_end} remark@lena_1

[remark@lena_1]:walker@stalker
anim = wait
meet = meet@lena
target = story | actor
meet = meet@lena_1
on_info  = {+laba_lena_final_dialog_end} walker@lena_3

[walker@lena_3]:walker@stalker
path_walk = lena_3_walk
path_look = lena_3_look
def_state_moving = assault
invulnerable = {=has_enemy} true, false
meet = no_meet
on_signal  = point_lena_1 | {+lab_lena_selection_var_one_dialog_end} walker@lena_4 %+laba_point_1_lena =teleport_squad(x5_a2_lena_squad:x5_a2_lena_4_walk)%
on_signal2 = point_lena_1 | {+lab_lena_selection_var_two_dialog_end} %+laba_point_1_lena%
on_info  = {+laba_point_1_lena} walker@lena_4

[walker@lena_4]:walker@stalker
path_walk = lena_4_walk
path_look = lena_4_look
def_state_moving = assault
invulnerable = {=has_enemy} true, false
meet = no_meet
