[walker@standart]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = {!check_enemy_name(actor)} true, 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 = false
meet_on_talking = false

[death@walker]
on_info = {=killed_by_actor()} %=all_factions_enemy_to_actor +actor_attack_friend_squad%

[hit@walker]
on_info  = {=hit_by_actor()} %=all_factions_enemy_to_actor +actor_attack_friend_squad%
;------------------------------------------------

[logic@walker_1]
suitable = {=check_npc_name(lim_a18_voyak_1)} true
active = walker@wait_1
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@wait_1]:walker@standart
path_walk = walker_1_walk
path_look = walker_1_look
on_info = {+lim_stalker_den_attack_dialog_end} %=destroy_object%
;---------------------------------------------------

[logic@walker_2]
suitable = {=check_npc_name(lim_a18_voyak_2)} true
active = walker@wait_2
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@wait_2]:walker@standart
path_walk = walker_2_walk
path_look = walker_2_look
on_info = {+lim_stalker_den_attack_dialog_end} walker@death_2 %=hit_npc(self:lim_a18_hit_point_way:bip01_head:2:12)%

[walker@death_2]:walker@standart
path_walk = walker_2_walk
path_look = walker_2_look
on_game_timer = 8 | nil %=kill_npc%
;---------------------------------------------------

[logic@walker_3]
suitable = {=check_npc_name(lim_a18_voyak_3)} true
active = walker@wait_3
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@wait_3]:walker@standart
path_walk = walker_3_walk
path_look = walker_3_look
on_info = {+lim_stalker_den_attack_dialog_end} walker@death_3 %=hit_npc(self:lim_a18_hit_point_way:bip01_head:2:12)%

[walker@death_3]:walker@standart
path_walk = walker_3_walk
path_look = walker_3_look
on_game_timer = 8 | nil %=kill_npc%
;---------------------------------------------------

[logic@walker_4]
suitable = {=check_npc_name(lim_a18_voyak_4)} true
active = walker@wait_4
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@wait_4]:walker@standart
path_walk = walker_4_walk
path_look = walker_4_look
on_info = {+lim_stalker_den_attack_dialog_end} walker@death_4 %=hit_npc(self:lim_a18_hit_point_way:bip01_head:2:12)%

[walker@death_4]:walker@standart
path_walk = walker_4_walk
path_look = walker_4_look
on_game_timer = 8 | nil %=kill_npc%
;---------------------------------------------------

[logic@walker_5]
suitable = {=check_npc_name(lim_a18_voyak_5)} true
active = walker@wait_5
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@wait_5]:walker@standart
path_walk = walker_5_walk
path_look = walker_5_look
on_info = {+lim_stalker_den_attack_dialog_end} walker@death_5 %=hit_npc(self:lim_a18_hit_point_way:bip01_head:2:12)%

[walker@death_5]:walker@standart
path_walk = walker_5_walk
path_look = walker_5_look
on_game_timer = 8 | nil %=kill_npc%
;---------------------------------------------------

[logic@blood_1]
suitable = {=is_monster_bloodsuker} true
active = mob_home@_1
monster_job = true
prior = 200

[mob_home@_1]
path_home = blood_home
home_min_radius = 10
home_max_radius = 30
aggressive = true
out_restr = sr_lim_a18_out_restr
combat_ignore_cond = {!check_enemy_name(actor)} true, false

[logic@blood_2]:logic@blood_1

[logic@blood_3]:logic@blood_1

[logic@blood_4]:logic@blood_1

[logic@blood_5]:logic@blood_1

;---------------------------------------------------
[camper@kiborg]
invulnerable = true
combat_ignore_cond = {!check_enemy_name(actor)} true, false
post_combat_time = 0,0
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
def_state_campering = hide_na
def_state_campering_fire = hide_sniper_fire
def_state_moving = assault
radius = 5

[logic@kiborg_1]
suitable = {=target_squad_name(lim_a18_kiborg_squad)} true
active = camper@wait_120
prior = 200

[camper@wait_120]:camper@kiborg
path_walk = kiborg_1_walk
path_look = kiborg_1_look
;---------------------------------------------------

[logic@kiborg_2]
suitable = {=target_squad_name(lim_a18_kiborg_squad)} true
active = camper@wait_130
prior = 200

[camper@wait_130]:camper@kiborg
path_walk = kiborg_2_walk
path_look = kiborg_1_look
;---------------------------------------------------

[logic@kiborg_3]
suitable = {=target_squad_name(lim_a18_kiborg_squad)} true
active = camper@wait_140
prior = 200

[camper@wait_140]:camper@kiborg
path_walk = kiborg_3_walk
path_look = kiborg_1_look
;---------------------------------------------------

[logic@kiborg_4]
suitable = {=target_squad_name(lim_a18_kiborg_squad)} true
active = camper@wait_150
prior = 200

[camper@wait_150]:camper@kiborg
path_walk = kiborg_4_walk
path_look = kiborg_1_look
;---------------------------------------------------
;------------------------------------------------

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

[walker@leshiy]:walker@standart
path_walk = walker_1_walk
path_look = walker_1_look
;----------------------------------------------------------
[walker@zombied]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = {+red_maria_ghosts_past_var_dialog_end} false, {-wpn_knife_super_done} true, {=fighting_dist_ge(10)} true, false
combat_ignore_keep_when_attacked = false
invulnerable = {+red_maria_ghosts_past_var_dialog_end} false, {=actor_active_knife(wpn_knife_super)} false, true
hit_anomaly = {+red_maria_ghosts_past_var_dialog_end} true, false
;------------------------------------------------

[logic@zombied_1]
suitable = {=target_squad_name(lim_a18_zombied_squad)} true, {=target_squad_name(lim_a18_agent_squad)} true
active = walker@zombied_1
prior = 200

[walker@zombied_1]:walker@zombied
path_walk = walker_1_walk
path_look = walker_1_look
;------------------------------------------------

[logic@zombied_2]
suitable = {=target_squad_name(lim_a18_zombied_squad)} true, {=target_squad_name(lim_a18_agent_squad)} true
active = walker@zombied_2
prior = 200

[walker@zombied_2]:walker@zombied
path_walk = walker_2_walk
path_look = walker_2_look
;------------------------------------------------

[logic@zombied_3]
suitable = {=target_squad_name(lim_a18_zombied_squad)} true, {=target_squad_name(lim_a18_agent_squad)} true
active = walker@zombied_3
prior = 200

[walker@zombied_3]:walker@zombied
path_walk = walker_3_walk
path_look = walker_3_look
;------------------------------------------------

[logic@zombied_4]
suitable = {=target_squad_name(lim_a18_zombied_squad)} true, {=target_squad_name(lim_a18_agent_squad)} true
active = walker@zombied_4
prior = 200

[walker@zombied_4]:walker@zombied
path_walk = walker_4_walk
path_look = walker_4_look
;------------------------------------------------
