[walker@standart]
post_combat_time = 0,0
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = {=fighting_dist_ge(40)} true, false
combat_ignore_keep_when_attacked = true
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 = true
meet_on_talking = false

[hit@walker]
on_info = {!hit_by_actor()} %=restore_health%
;--------------------------------------------------

[logic@stalker_1]
suitable = {=check_npc_name(jup_smuggler_lena)} true
active = remark@wait_1
prior = 200
on_hit = hit@walker

[remark@wait_1]:walker@standart
target = story | actor
anim = wait
invulnerable = true
on_info = {=dist_to_actor_le(130)} walker@stalker_1 %=teleport_npc(pr_a12_lena_walk)%

[walker@stalker_1]:walker@standart
path_walk = lena_walk
path_look = lena_look
on_info =  {=dist_to_actor_ge(130)} remark@wait_1
on_info2 = {!actor_enemy} %=control_position(pr_a12_lena_walk:1)%
;--------------------------------------------------

[logic@stalker_2]
suitable = {=check_npc_name(jup_smuggler_lena_guard_1)} true
active = remark@wait_2
prior = 200
on_hit = hit@walker

[remark@wait_2]:walker@standart
target = story | actor
anim = wait
invulnerable = true
on_info = {=dist_to_actor_le(130)} walker@stalker_2 %=teleport_npc(pr_a12_guardl_1_walk)%

[walker@stalker_2]:walker@standart
path_walk = guardl_1_walk
path_look = guardl_1_look
on_info = {=dist_to_actor_ge(130)} remark@wait_2
on_info2 = {!actor_enemy} %=control_position(pr_a12_guardl_1_walk:1)%
;--------------------------------------------------

[logic@stalker_3]
suitable = {=check_npc_name(jup_smuggler_lena_guard_2)} true
active = remark@wait_3
prior = 200
on_hit = hit@walker

[remark@wait_3]:walker@standart
target = story | actor
anim = wait
invulnerable = true
on_info = {=dist_to_actor_le(130)} walker@stalker_3 %=teleport_npc(pr_a12_guardl_2_walk)%

[walker@stalker_3]:walker@standart
path_walk = guardl_2_walk
path_look = guardl_2_look
on_info = {=dist_to_actor_ge(130)} remark@wait_3
on_info2 = {!actor_enemy} %=control_position(pr_a12_guardl_2_walk:1)%
;--------------------------------------------------

[logic@stalker_4]
suitable = {=check_npc_name(pri_smuggler_raven_guard_1)} true
active = remark@wait_4
prior = 200
on_hit = hit@walker

[remark@wait_4]:walker@standart
target = story | actor
anim = wait
invulnerable = true
on_info = {=dist_to_actor_le(130)} animpoint@stalker_4 %=teleport_npc(pr_a12_guardl_2_look)%

[animpoint@stalker_4]:walker@standart
cover_name = pr_a12_animpoint_1
avail_animations = animpoint_sit_knee
on_info = {=dist_to_actor_ge(130)} remark@wait_4
;--------------------------------------------------

[logic@stalker_5]
suitable = {=check_npc_name(pri_smuggler_raven_guard_2)} true
active = remark@wait_5
prior = 200
on_hit = hit@walker

[remark@wait_5]:walker@standart
target = story | actor
anim = wait
invulnerable = true
on_info = {=dist_to_actor_le(130)} animpoint@stalker_5 %=teleport_npc(pr_a12_guardl_2_look)%

[animpoint@stalker_5]:walker@standart
cover_name = pr_a12_animpoint_2
avail_animations = animpoint_sit_knee
on_info = {=dist_to_actor_ge(130)} remark@wait_5
;--------------------------------------------------

[logic@stalker_6]
suitable = {=check_npc_name(pri_smuggler_raven_guard_3)} true
active = remark@wait_6
prior = 200
on_hit = hit@walker

[remark@wait_6]:walker@standart
target = story | actor
anim = wait
invulnerable = true
on_info = {=dist_to_actor_le(130)} animpoint@stalker_6 %=teleport_npc(pr_a12_guardl_2_look)%

[animpoint@stalker_6]:walker@standart
cover_name = pr_a12_animpoint_3
avail_animations = animpoint_sit_ass
on_info = {=dist_to_actor_ge(130)} remark@wait_6
;--------------------------------------------------

[logic@stalker_7]
suitable = {=check_npc_name(pri_smuggler_raven_guard_4)} true
active = remark@wait_7
prior = 200
on_hit = hit@walker

[remark@wait_7]:walker@standart
target = story | actor
anim = wait
invulnerable = true
on_info = {=dist_to_actor_le(130)} animpoint@stalker_7 %=teleport_npc(pr_a12_guardl_2_look)%

[animpoint@stalker_7]:walker@standart
cover_name = pr_a12_animpoint_4
avail_animations = animpoint_sit_ass
on_info = {=dist_to_actor_ge(130)} remark@wait_7
;--------------------------------------------------

[logic@stalker_8]
suitable = {=check_npc_name(pri_smuggler_raven_guard_5)} true
active = remark@wait_8
prior = 200
on_hit = hit@walker

[remark@wait_8]:walker@standart
target = story | actor
anim = wait
invulnerable = true
on_info = {=dist_to_actor_le(130)} animpoint@stalker_8 %=teleport_npc(pr_a12_guardl_2_look)%

[animpoint@stalker_8]:walker@standart
cover_name = pr_a12_animpoint_5
avail_animations = animpoint_sit_ass
on_info = {=dist_to_actor_ge(130)} remark@wait_8
