[animpoint@standart]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_keep_when_attacked = false
meet = meet@standart

[walker@standart]
post_combat_time = 0,0
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_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

[meet@sherkhan]:meet@standart
close_distance  = 3
close_victim 	= actor
close_anim 		= wait_na
use = {=actor_enemy} false, {=dist_to_actor_le(3) -jup_sherkhan_give_money_end +lena_qwest_money_task_fail} self, true
meet_dialog	=  {-jup_sherkhan_give_money_end +lena_qwest_money_task_fail} jup_sherkhan_give_money, nil
trade_enable = 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(sherkchan_bandit)} true
active = walker@wait_1
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@wait_1]:walker@standart
path_walk = sherkchan_1_walk
path_look = sherkchan_1_look
use_camp = false
meet = meet@sherkhan
;--------------------------------------------------

[logic@walker_2]
suitable = {=check_npc_name(bandit_sniper)} true
active = walker@wait_2
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@wait_2]:walker@standart
path_walk = guard_1_walk
path_look = guard_1_look
;--------------------------------------------------

[logic@animpoint_1]
suitable = {=check_npc_name(baloon_bandit)} true
active = animpoint@wait_1
prior = 200
can_select_weapon = false
level_spot = trader
trade = misc\trade\trade_jup_a1_baloon.ltx
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_1]:animpoint@standart
cover_name = jup_a1_baloon_animpoint
avail_animations = animpoint_stay_wall_no_rnd
use_camp = false
;--------------------------------------------------

[logic@animpoint_2]
suitable = {=check_npc_name(botan_bandit)} true
active = animpoint@wait_2
prior = 200
can_select_weapon = false
level_spot = medic
trade = misc\trade\trade_bar_a12_medic.ltx
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_2]:animpoint@standart
cover_name = jup_a1_botan_animpoint
avail_animations = animpoint_sit_normal_no_rnd
use_camp = false
;--------------------------------------------------

[logic@animpoint_3]
suitable = {=check_npc_name(vintar_bandit)} true
active = animpoint@wait_3
prior = 200
level_spot = mechanic
can_select_weapon = false
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_3]:animpoint@standart
cover_name = jup_a1_guard_animpoint_1
avail_animations = animpoint_sit_high
use_camp = false
;--------------------------------------------------

[logic@animpoint_4]
suitable = {=check_npc_name(guard_bandit_3)} true
active = animpoint@wait_4
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_4]:animpoint@standart
cover_name = jup_a1_guard_animpoint_2
avail_animations = animpoint_sit_high
;--------------------------------------------------

[logic@animpoint_5]
suitable = {=check_npc_name(guard_bandit_6)} true
active = animpoint@wait_5
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_5]:animpoint@standart
cover_name = jup_a1_guard_animpoint_3
avail_animations = animpoint_sit_normal
;--------------------------------------------------

[logic@animpoint_6]
suitable = {=check_npc_name(guard_bandit_1)} true
active = animpoint@wait_6
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_6]:animpoint@standart
cover_name = jup_a1_guard_animpoint_4
avail_animations = animpoint_sit_normal
;--------------------------------------------------

[logic@animpoint_7]
suitable = {=check_npc_name(guard_bandit_5)} true
active = animpoint@wait_7
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_7]:animpoint@standart
cover_name = jup_a1_guard_animpoint_5
avail_animations = animpoint_sit_normal
;--------------------------------------------------

[logic@animpoint_8]
suitable = {=check_npc_name(guard_bandit_2)} true
active = animpoint@wait_8
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_8]:animpoint@standart
cover_name = jup_a1_unknow_animpoint
avail_animations = animpoint_sit_normal
;--------------------------------------------------

[logic@animpoint_9]
suitable = {=check_npc_name(guard_bandit_4)} true
active = animpoint@wait_9
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_9]:animpoint@standart
cover_name = jup_a1_guard_animpoint_6
avail_animations = animpoint_sit_normal
;--------------------------------------------------

[logic@animpoint_10]
suitable = {=check_npc_name(assault_bandit)} true
active = animpoint@wait_10
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_10]:animpoint@standart
cover_name = jup_a1_guard_animpoint_7
avail_animations = animpoint_sit_normal
;--------------------------------------------------

[logic@animpoint_11]
suitable = {=check_npc_name(guard_bandit_2)} true
active = animpoint@wait_11
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_11]:animpoint@standart
cover_name = jup_a1_guard_animpoint_8
avail_animations = animpoint_sit_low
;--------------------------------------------------

[logic@animpoint_12]
suitable = {=check_npc_name(guard_bandit_1)} true
active = animpoint@wait_12
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_12]:animpoint@standart
cover_name = jup_a1_guard_animpoint_9
avail_animations = animpoint_sit_normal
;
;
;
;
;
[logic@rebel_1]
suitable = {=check_npc_name(bar_a7_bloodsucker_barry)} true, {=check_npc_name(under_a5_stalker)} true
active = walker@rebel_1
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@rebel_1]:walker@standart
path_walk = sherkchan_1_walk
path_look = sherkchan_1_look
use_camp = false
;--------------------------------------------------

[logic@rebel_2]
suitable = {=check_npc_name(rebel_stalker_3)} true
active = animpoint@rebel_2
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@rebel_2]:animpoint@standart
cover_name = jup_a1_baloon_animpoint
avail_animations = animpoint_stay_wall_no_rnd
use_camp = false
;--------------------------------------------------

[logic@rebel_3]
suitable = {=check_npc_name(rebel_stalker_2)} true, {=check_npc_name(rebel_new_stalk_2)} true
active = animpoint@rebel_3
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@rebel_3]:animpoint@standart
cover_name = jup_a1_botan_animpoint
avail_animations = animpoint_sit_normal_no_rnd
use_camp = false
;--------------------------------------------------

[logic@rebel_4]
suitable = {=check_npc_name(rebel_stalker_1)} true, {=check_npc_name(rebel_new_stalk_1)} true
active = animpoint@rebel_4
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@rebel_4]:animpoint@standart
cover_name = jup_a1_guard_animpoint_1
avail_animations = animpoint_sit_high
use_camp = false
;--------------------------------------------------
