[walker@standart]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_keep_when_attacked = false
use_camp = true
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

[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(radar_a1_foxseva_bandit)} true
active = animpoint@wait_1
prior = 200
on_death = death@walker
on_hit = hit@walker
can_select_weapon = false
level_spot = trader
trade = misc\trade\trade_jup_b202_stalker_barmen.ltx

[animpoint@wait_1]:walker@standart
cover_name = radar_a1_animp_4
avail_animations = animpoint_sit_knee

;--------------------------------------------------
[logic@walker_2]
suitable = {=check_npc_name(radar_a1_assassin_bandit)} true, {=check_npc_name(sim_night_stalker_3)} true
active = animpoint@wait_2
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_2]:walker@standart
cover_name = radar_a1_animp_3
avail_animations = animpoint_sit_knee
;------------------------------------------------

[logic@walker_3]
suitable = {=check_npc_name(radar_a1_igir_bandit)} true
active = animpoint@wait_3
prior = 200
level_spot = mechanic
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_3]:walker@standart
cover_name = radar_a1_animp_2
avail_animations = animpoint_sit_ass
;------------------------------------------------

[logic@walker_4]
suitable = {=check_npc_name(radar_a1_moster_bandit)} true, {=check_npc_name(sim_night_stalker_4)} true
active = animpoint@wait_4
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_4]:walker@standart
cover_name = radar_a1_animp_1
avail_animations = animpoint_sit_knee

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

[logic@walker_9]
suitable = {=check_npc_name(radar_a1_lider_bandit)} true, {=check_npc_name(bar_a7_aziza)} true
active = walker@wait_9
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@wait_9]:walker@standart
path_walk = walker_9_walk
path_look = walker_9_look
use_camp = false
;------------------------------------------------

[logic@night_1]
suitable = {=check_npc_name(sim_night_stalker_5)} true
active = animpoint@night_1
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@night_1]:walker@standart
cover_name = radar_a1_animp_4
avail_animations = animpoint_sit_knee
;------------------------------------------------

[logic@night_2]
suitable = {=check_npc_name(sim_night_stalker_6)} true
active = animpoint@night_2
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@night_2]:walker@standart
cover_name = radar_a1_animp_2
avail_animations = animpoint_sit_ass
