[wounded@work]
hp_state        = 0|wounded_heavy@help_heavy
hp_state_see    = 0|wounded_heavy@help_heavy
hp_victim       = 0|nil
hp_fight        = 0|false
hp_cover        = 0|false

[camper@standart]
post_combat_time = 0,0
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = {=check_enemy_name(actor) =actor_in_zone(jup_a18_sr_noweapon) -actor_ignored_sedoy_task} true, {!check_enemy_name(actor) -actor_ignored_sedoy_task} true, false
combat_ignore_keep_when_attacked = true
radius = 20
def_state_campering = hide_na
def_state_campering_fire = hide_fire
def_state_moving = assault
meet = no_meet
wounded = wounded@work
on_info = {+actor_ignored_sedoy_task} %=make_actor_visible_to_npc%

;--------------------------------------------------
[death@walker]
on_info  = {=killed_by_actor() -agent_blockade_end} %=jup_a29_spawn_squad_member%
on_info2 = {+actor_ignored_sedoy_task} %=jup_a29_spawn_squad_member%

;--------------------------------------------------
[logic@camper_1]
suitable = {=check_npc_name(agent)} true
active = camper@wait_1
prior = 200
on_death = death@walker

[camper@wait_1]:camper@standart
path_walk = camper_1_walk
path_look = camper_1_look

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

[logic@camper_2]
suitable = {=check_npc_name(agent)} true
active = camper@wait_2
prior = 200
on_death = death@walker

[camper@wait_2]:camper@standart
path_walk = camper_2_walk
path_look = camper_1_look

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

[logic@camper_3]
suitable = {=check_npc_name(agent)} true
active = camper@wait_3
prior = 200
on_death = death@walker

[camper@wait_3]:camper@standart
path_walk = camper_3_walk
path_look = camper_1_look


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

[logic@camper_4]
suitable = {=check_npc_name(agent)} true
active = camper@wait_4
prior = 200
on_death = death@walker

[camper@wait_4]:camper@standart
path_walk = camper_4_walk
path_look = camper_1_look

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

[logic@camper_5]
suitable = {=check_npc_name(agent)} true
active = camper@wait_5
prior = 200
on_death = death@walker

[camper@wait_5]:camper@standart
path_walk = camper_5_walk
path_look = camper_1_look

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

[logic@camper_6]
suitable = {=check_npc_name(agent)} true
active = camper@wait_6
prior = 200
on_death = death@walker

[camper@wait_6]:camper@standart
path_walk = camper_6_walk
path_look = camper_1_look

;------------------------------------------------
[logic@camper_7]
suitable = {=check_npc_name(agent)} true
active = camper@wait_7
prior = 200
on_death = death@walker

[camper@wait_7]:camper@standart
path_walk = camper_7_walk
path_look = camper_1_look
;
;
;
;-----------------------------------------------------------------------------
[walker@standart]
post_combat_time = 0,0
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_keep_when_attacked = false
meet = meet@standart
def_state_moving = assault
def_state_moving1 = assault
wounded = wounded@work

[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 = false
meet_on_talking = false

;-----------------------------------------------------
[hit@botanik]
on_info = {=hit_by_actor()} %+actor_attack_jup_a1_squad%

[logic@botanik]
suitable = {=check_npc_name(seleznev)} true
active = walker@botanik
prior = 200
on_hit = hit@botanik

[walker@botanik]:walker@standart
path_walk = seleznev_1_walk
path_look = seleznev_1_look
artefact_hunter_enabled = false
hit_anomaly = false
on_signal = selez_beton | %+jup_a29_zameri_begin%
on_info = {+jup_a29_zameri_begin} walker@botanik_1

[walker@botanik_1]:walker@standart
path_walk = seleznev_2_walk
path_look = seleznev_2_look
artefact_hunter_enabled = false
hit_anomaly = false
on_game_timer  = 48 | {-zamer_begin} %+zamer_begin =play_sound(jup_b6_stalker_1_first_measurement_in_progress)%
on_game_timer2 = 240 | companion@_1 %-zamer_begin +lets_go_to_bitum =play_sound(jup_b6_stalker_1_measurements_done)%
on_info = {+lets_go_to_bitum} companion@_1

[companion@_1]:walker@standart
artefact_hunter_enabled = false
wounded = wounded@work
combat_ignore_cond = {=fighting_dist_ge(30) !actor_enemy} true, false
on_info  = {=dist_to_actor_ge(140)} %=kill_squad(jup_a2_ecolog_squad) +jup_a2_ecolog_squad_dead%
on_info2 = {=dist_npc_to_obj_le(jup_b209_spot:45)} %+seleznev_arrived_jup_a16 -jup_a29_zameri_begin%
