[walker@standart]
use_camp = true
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = {=check_enemy_name(bar_a10_cat_matros)} true, 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 = true
meet_on_talking = false

[meet@stalker_guide]:meet@standart
trade_enable = {+fplay_lotsman_dialog_end} true, 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%
;---------------------------------------------------

[logic@animpoint_1]
suitable = {=check_npc_name(bar_a2_dolg_4)} true, {=check_npc_name(bar_a5_stalker_guide)} true
active = animpoint@wait
prior = 200
on_death = death@walker
on_hit = hit@walker
trade = misc\trade\trade_stalker_guide.ltx
can_select_weapon = true

[animpoint@wait]:walker@standart
cover_name = bar_a5_animpoint_1
use_camp = false
meet = meet@stalker_guide
;----------------------------------------------------

[logic@animpoint_2]
suitable = {=check_npc_name(bar_a2_dolg_5)} true, {=check_npc_name(bar_a1_visiter_1)} true
active = animpoint@wait_1
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_1]:walker@standart
cover_name = bar_a5_animpoint_2
;---------------------------------------------------

[logic@animpoint_3]
suitable = {=check_npc_name(bar_a2_dolg_6)} true, {=check_npc_name(bar_a1_visiter_2)} true
active = animpoint@wait_2
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_2]:walker@standart
cover_name = bar_a5_animpoint_3
;---------------------------------------------------

[logic@animpoint_4]
suitable = {=check_npc_name(bar_a2_dolg_8)} true, {=check_npc_name(bar_a1_visiter_3)} true
active = animpoint@wait_3
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_3]:walker@standart
cover_name = bar_a5_animpoint_4
;---------------------------------------------------

[logic@animpoint_5]
suitable = {=check_npc_name(bar_a2_dolg_15)} true, {=check_npc_name(bar_a1_visiter_4)} true
active = animpoint@wait_4
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_4]:walker@standart
cover_name = bar_a5_animpoint_5
;---------------------------------------------------

[death@stalk_kosoy]
on_info  = {=killed_by_actor() -actor_choose_kosoy} %=all_factions_enemy_to_actor%
on_info2 = {=killed_by_actor() +actor_choose_kosoy} %+actor_killed_kosoy%

[hit@stalk_kosoy]
on_info = {=hit_by_actor() -actor_choose_kosoy} %=all_factions_enemy_to_actor%

[logic@stalk_kosoy]
suitable = {=target_squad_name(bar_a5_kosoy_squad)} true
active = walker@stalk_kosoy
prior = 200
on_death = death@stalk_kosoy
on_hit = hit@stalk_kosoy

[walker@stalk_kosoy]:walker@standart
path_walk = kosoy_walk
path_look = kosoy_look
use_camp = false
