[walker@standart]
post_combat_time = 0,0
gather_items_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = {=check_enemy_name(bar_a10_cat_matros)} true, false

[meet]
close_distance  = 3
close_victim 	= actor
close_anim 		= wait_na
close_snd_hello = nil
close_snd_bye 	= nil
far_anim 		= nil
far_victim 		= nil
far_distance 	= 0
use = {=actor_enemy} false, true
allow_break = false
trade_enable = false
meet_on_talking = 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@zastava_commander]
suitable = {=target_squad_name(bar_a3_fp_dolg_squad)} true, {=check_npc_name(bar_a3_zastava_commander)} true, {=check_npc_name(bar_a2_dolg_3)} true
prior = 200
active = walker@wait
on_death = death@walker
on_hit = hit@walker

[walker@wait]:walker@standart
path_walk = zastava_commander_walk
path_look = zastava_commander_look
def_state_moving1 = assault
meet = meet
;----------------------------------------------------------

[logic@zastava_guarder_1]
suitable = {=target_squad_name(bar_a3_fp_dolg_squad)} true, {=check_npc_name(bar_a3_zastava_guarder_1)} true, {=check_npc_name(bar_a2_dolg_2)} true
prior = 200
active = walker@wait_1
on_death = death@walker
on_hit = hit@walker

[walker@wait_1]:walker@standart
path_walk = zastava_guard_1_walk
path_look = zastava_guard_1_look
meet = meet
;----------------------------------------------------------

[logic@zastava_guarder_2]
suitable = {=target_squad_name(bar_a3_fp_dolg_squad)} true, {=check_npc_name(bar_a3_zastava_guarder_2)} true, {=check_npc_name(bar_a2_dolg_01)} true
prior = 190
active = walker@wait_2
on_death = death@walker
on_hit = hit@walker

[walker@wait_2]:walker@standart
path_walk = zastava_guard_2_walk
path_look = zastava_guard_2_look
meet = meet
;----------------------------------------------------------

[logic@zastava_guarder_3]
suitable = {=target_squad_name(bar_a3_fp_dolg_squad)} true, {=check_npc_name(bar_a3_zastava_guarder_3)} true, {=check_npc_name(bar_a2_dolg_9)} true
prior = 200
active = walker@wait_3
on_death = death@walker
on_hit = hit@walker

[walker@wait_3]:walker@standart
path_walk = zastava_guard_3_walk
;-----------------------------------------------------------

[logic@zastava_guarder_4]
suitable = {=target_squad_name(bar_a3_fp_dolg_squad)} true, {=check_npc_name(bar_a3_zastava_guarder_4)} true, {=check_npc_name(bar_a2_dolg_10)} true
prior = 200
active = walker@wait_4
on_death = death@walker
on_hit = hit@walker

[walker@wait_4]:walker@standart
path_walk = zastava_guard_4_walk
path_look = zastava_guard_4_look
meet = meet
