[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

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

[meet@bandit_sniper]:meet@standart
use = {=see_actor !actor_enemy =dist_to_actor_le(3) -dialog_bandit_sniper_end} self, {!actor_enemy} true, false
meet_dialog	=  dialog_bandit_sniper
trade_enable 	= false

[death@dectyrev]
on_info = %+actor_attack_friend_squad%

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

[hit@walker]
on_info  = {=hit_by_actor()} %=all_factions_enemy_to_actor(bandit) +actor_attack_friend_squad%
on_info2 = {!hit_by_actor()} %=restore_health%
;--------------------------------------------------

[logic@walker_1]
suitable = {=check_npc_name(default_stalker)} true
active = walker@wait_1
prior = 200

[walker@wait_1]:walker@standart
path_walk = walker_1_walk
path_look = walker_1_look

;--------------------------------------------------
[logic@bandit_1]
suitable = {=check_npc_name(bandit_sniper)} true, {=check_npc_name(dolg_15)} true, {=check_npc_name(bar_a8_proveren_1)} true
active = walker@bandit_1
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@bandit_1]:walker@standart
path_walk = walker_1_walk
path_look = walker_1_look
meet = meet@standart
;--------------------------------------------------

[logic@walker_2]
suitable = {=check_npc_name(default_stalker)} true
active = walker@wait_2
prior = 200

[walker@wait_2]:walker@standart
path_walk = walker_2_walk
path_look = walker_2_look
;--------------------------------------------------

[logic@bandit_2]
suitable = {=check_npc_name(bandit_sniper)} true, {=check_npc_name(bar_a6_proveren_3)} true
active = walker@bandit_2
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@bandit_2]:walker@standart
path_walk = walker_2_walk
path_look = walker_2_look
meet = meet@standart
;--------------------------------------------------

[logic@walker_3]
suitable = {=check_npc_name(trade_stalker)} true
active = walker@wait_3
prior = 200

[walker@wait_3]:walker@standart
path_walk = walker_3_walk
path_look = walker_3_look
hit_anomaly = false
;--------------------------------------------------

[logic@bandit_3]
suitable = {=check_npc_name(bandit_sniper)} true, {=check_npc_name(bar_a6_proveren_2)} true
active = walker@bandit_3
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@bandit_3]:walker@standart
path_walk = walker_3_walk
path_look = walker_3_look
meet = meet@standart
;--------------------------------------------------

[logic@walker_4]
suitable = {=check_npc_name(default_stalker)} true
active = walker@wait_4
prior = 200

[walker@wait_4]:walker@standart
path_walk = walker_4_walk
path_look = walker_4_look

;--------------------------------------------------
[logic@bandit_4]
suitable = {=check_npc_name(bandit_sniper)} true
active = walker@bandit_4
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@bandit_4]:walker@standart
path_walk = walker_4_walk
path_look = walker_4_look
meet = meet@bandit_sniper

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

[walker@dectyrev]:walker@standart
path_walk = walker_4_walk
path_look = walker_4_look
meet = meet@dectyrev
hit_anomaly = false
;--------------------------------------------------

[logic@walker_5]
suitable = {=check_npc_name(default_stalker)} true
active = walker@wait_5
prior = 200

[walker@wait_5]:walker@standart
path_walk = walker_5_walk
path_look = walker_5_look

;--------------------------------------------------
[logic@bandit_5]
suitable = {=check_npc_name(bandit_sniper)} true, {=check_npc_name(bar_a6_proveren_1)} true
active = walker@bandit_5
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@bandit_5]:walker@standart
path_walk = walker_5_walk
path_look = walker_5_look
meet = meet@bandit_sniper
;--------------------------------------------------

[logic@walker_6]
suitable = {=check_npc_name(default_stalker)} true, {=check_npc_name(bar_a8_proveren_2)} true
active = walker@wait_6
prior = 200

[walker@wait_6]:walker@standart
path_walk = walker_6_walk
path_look = walker_6_look
;--------------------------------------------------

[logic@walker_7]
suitable = {=check_npc_name(default_stalker)} true, {=check_npc_name(bar_a8_proveren_3)} true
active = walker@wait_7
prior = 200

[walker@wait_7]:walker@standart
path_walk = walker_7_walk
path_look = walker_7_look
;--------------------------------------------------

[logic@osoznanie_1]
suitable = {=check_npc_name(agent_stalker_3)} true
active = walker@osoznanie_1
prior = 200

[walker@osoznanie_1]:walker@standart
path_walk = osoznanie_1_walk
path_look = osoznanie_1_look
on_info = {!black_screen =see_actor} walker@osoznanie_6

[walker@osoznanie_6]:walker@standart
path_walk = osoznanie_6_walk
path_look = osoznanie_2_look
def_state_moving = assault
def_state_moving1 = assault
hit_anomaly = false
;--------------------------------------------------

[logic@osoznanie_2]
suitable = {=check_npc_name(agent_stalker_4)} true
active = walker@osoznanie_2
prior = 200

[walker@osoznanie_2]:walker@standart
path_walk = osoznanie_2_walk
path_look = osoznanie_1_look
on_info = {!black_screen =see_actor} walker@osoznanie_6
;--------------------------------------------------

[logic@osoznanie_3]
suitable = {=check_npc_name(sedoy)} true
active = walker@osoznanie_3
prior = 200

[walker@osoznanie_3]:walker@standart
path_walk = osoznanie_3_walk
path_look = osoznanie_1_look
hit_anomaly = false
on_info = {!black_screen =see_actor} walker@osoznanie_6
;--------------------------------------------------

[logic@osoznanie_4]
suitable = {=check_npc_name(harness_bandit)} true
active = walker@osoznanie_4
prior = 200

[walker@osoznanie_4]:walker@standart
path_walk = osoznanie_4_walk
path_look = osoznanie_1_look
on_info = {!black_screen =see_actor} walker@osoznanie_6
;--------------------------------------------------

[logic@osoznanie_5]
suitable = {=check_npc_name(agent_stalker_2)} true
active = walker@osoznanie_5
prior = 200

[walker@osoznanie_5]:walker@standart
path_walk = osoznanie_5_walk
path_look = osoznanie_1_look
on_info = {!black_screen =see_actor} walker@osoznanie_6
