[animpoint@standart]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_keep_when_attacked = true
combat_ignore_cond = {=check_enemy_name(convoy)} true, false
meet = meet@standart

[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
combat_ignore_cond = {+jup_a26_door_open} true, {=check_enemy_name(sherk)} true, false
on_sound = actor|WPN_shoot|80|0.0| {+jup_klava_judah_dialog_end_number_1} %+jup_a26_convoy_see_actor%
on_info  = {=see_actor +jup_klava_judah_dialog_end_number_1} %+jup_a26_convoy_see_actor%
on_info2 = {=see_actor +jup_klava_judah_dialog_end_number_2} %+jup_a26_convoy_see_actor%
on_info3 = {=see_actor +jup_a26_assault_restr} %+jup_a26_convoy_see_actor%
on_info4 = {+jup_a26_convoy_see_actor} %=make_actor_visible_to_npc%

[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 = %+actor_attack_friend_squad%

[hit@walker]
on_info  = {=hit_by_actor()} %+actor_attack_friend_squad%
on_info2 = {!hit_by_actor()} %=restore_health%

[hit@convoy]
on_info = {=hit_by_actor() +jup_klava_judah_dialog_end_number_1} %+jup_a26_convoy_see_actor%
;--------------------------------------------------

[logic@animpoint_1]
suitable = {=check_npc_name(sherkchan)} true
active = animpoint@wait_1
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@wait_1]:animpoint@standart
cover_name = jup_a26_sherkhan_animpoint
avail_animations = animpoint_sit_high_no_rnd
use_camp = false
on_info = {+jup_a26_actor_squad_exist} walker@sherkchan

[walker@sherkchan]:animpoint@standart
path_walk = sherk_1_walk
path_look = sherk_1_look
on_signal  = sherk_point | {-jup_klava_judah_dialog_end_number_1} walker@sherkchan_assault %+squads_go_from_jup_a26%
on_signal2 = sherk_point | {+jup_klava_judah_dialog_end_number_1} walker@sherkchan_sneak %+squads_go_from_jup_a26%

[walker@sherkchan_assault]:animpoint@standart
path_walk = go_1_walk
path_look = go_1_look
def_state_moving = assault

[walker@sherkchan_sneak]:animpoint@standart
path_walk = go_1_walk
path_look = go_1_look
def_state_moving = sneak
;--------------------------------------------------
[logic@actor]
suitable = {=check_npc_name(actor)} true
active = remark@actor
prior = 200

[remark@actor]:animpoint@standart
target = story | jup_a26_sherkchan_bandit
anim = wait_na
on_game_timer  = 20 | {-jup_klava_judah_dialog_end_number_1 -play_sound_sherkhan_go_two} %=play_sound(sherkhan_go_two) +play_sound_sherkhan_go_two%
on_game_timer2 = 20 | {+jup_klava_judah_dialog_end_number_1 -play_sound_sherkhan_go_two} %=play_sound(sherkhan_go_one) +play_sound_sherkhan_go_two%
on_signal = sound_end | walker@actor %+jup_a26_actor_squad_exist%

[walker@actor]:animpoint@standart
path_walk = actor_1_walk
path_look = actor_1_look
on_info  = {+squads_go_from_jup_a26 -jup_klava_judah_dialog_end_number_1} walker@actor_assault
on_info2 = {+squads_go_from_jup_a26 +jup_klava_judah_dialog_end_number_1} walker@actor_sneak

[walker@actor_assault]:animpoint@standart
path_walk = go_1_walk
path_look = go_1_look
def_state_moving = assault
on_signal = scene_end | %+jup_a26_scene_end%

[walker@actor_sneak]:animpoint@standart
path_walk = go_1_walk
path_look = go_1_look
def_state_moving = sneak
on_signal = scene_end | %+jup_a26_scene_end%

;--------------------------------------------------
[logic@walker_1]
suitable = {=check_npc_name(convoy_4)} true
active = walker@wait_1
prior = 200
;on_hit = hit@convoy

[walker@wait_1]:walker@standart
path_walk = convoy_1_walk
path_look = convoy_1_look
on_info5 = {+jup_a26_sherkhan_dialog_end} walker@wait_1_1

[walker@wait_1_1]:walker@standart
path_walk = convoy_7_walk
path_look = convoy_7_look
on_info5 = {=actor_has_item(jup_key_zrk)} %=remove_npc_item(jup_key_zrk)%
;--------------------------------------------------

[logic@walker_2]
suitable = {=check_npc_name(convoy_3)} true
active = walker@wait_2
prior = 200
on_hit = hit@convoy

[walker@wait_2]:walker@standart
path_walk = convoy_2_walk
path_look = convoy_2_look
;--------------------------------------------------

[logic@walker_3]
suitable = {=check_npc_name(convoy_3)} true
active = walker@wait_3
prior = 200
on_hit = hit@convoy

[walker@wait_3]:walker@standart
path_walk = convoy_3_walk
path_look = convoy_3_look
;--------------------------------------------------

[logic@walker_4]
suitable = {=check_npc_name(convoy_2)} true
active = walker@wait_4
prior = 200
on_hit = hit@convoy

[walker@wait_4]:walker@standart
path_walk = convoy_4_walk
path_look = convoy_4_look
;--------------------------------------------------

[logic@walker_5]
suitable = {=check_npc_name(convoy_2)} true
active = walker@wait_5
prior = 200
on_hit = hit@convoy

[walker@wait_5]:walker@standart
path_walk = convoy_5_walk
path_look = convoy_5_look
;--------------------------------------------------

[logic@walker_6]
suitable = {=check_npc_name(convoy_1)} true
active = walker@wait_6
prior = 200
on_hit = hit@convoy

[walker@wait_6]:walker@standart
path_walk = convoy_6_walk
path_look = convoy_6_look
;--------------------------------------------------

[walker@assault]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_keep_when_attacked = false
combat_ignore_cond = false
def_state_moving = assault
def_state_moving1 = assault
meet = meet@standart

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

[logic@assault_1]
suitable = {=check_npc_name(1_assault)} true
active = walker@assault_1
prior = 200
on_hit = hit@walker

[walker@assault_1]:walker@assault
path_walk = assault_1_walk
path_look = assault_1_look
on_info = {+jup_a26_convoy_see_actor} walker@assault_1_1

[walker@assault_1_1]:walker@assault
path_walk = convoy_2_walk
path_look = convoy_2_look
;--------------------------------------------------

[logic@assault_2]
suitable = {=check_npc_name(2_assault)} true
active = walker@assault_2
prior = 200
on_hit = hit@walker

[walker@assault_2]:walker@assault
path_walk = assault_2_walk
path_look = assault_1_look
on_info = {+jup_a26_convoy_see_actor} walker@assault_2_1

[walker@assault_2_1]:walker@assault
path_walk = convoy_3_walk
path_look = convoy_3_look
;--------------------------------------------------

[logic@assault_3]
suitable = {=check_npc_name(3_assault)} true
active = walker@assault_3
prior = 200
on_hit = hit@walker

[walker@assault_3]:walker@assault
path_walk = assault_3_walk
path_look = assault_1_look
on_info = {+jup_a26_convoy_see_actor} walker@assault_3_1

[walker@assault_3_1]:walker@assault
path_walk = convoy_4_walk
path_look = convoy_4_look
;--------------------------------------------------

[logic@assault_4]
suitable = {=check_npc_name(4_assault)} true
active = walker@assault_4
prior = 200
on_hit = hit@walker

[walker@assault_4]:walker@assault
path_walk = assault_4_walk
path_look = assault_1_look
on_info = {+jup_a26_convoy_see_actor} walker@assault_4_1

[walker@assault_4_1]:walker@assault
path_walk = convoy_5_walk
path_look = convoy_5_look
;--------------------------------------------------

[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

[walker@kiborg]
post_combat_time = 0,0
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_keep_when_attacked = false
meet = no_meet
def_state_moving = assault
def_state_moving1 = assault
wounded = wounded@work

[hit@kiborg]
on_info = {!hit_by_actor()} %=restore_health%

;--------------------------------------------------
[logic@kiborg_1]
suitable = {=target_squad_name(jup_a26_kib_final_squad)} true
active = walker@kiborg_1
prior = 200
on_hit = hit@kiborg

[walker@kiborg_1]:walker@kiborg
path_walk = kiborg_1_walk
path_look = kiborg_1_look
;--------------------------------------------------

[logic@kiborg_2]
suitable = {=target_squad_name(jup_a26_kib_final_squad)} true
active = walker@kiborg_2
prior = 200
on_hit = hit@kiborg

[walker@kiborg_2]:walker@kiborg
path_walk = kiborg_2_walk
path_look = kiborg_2_look
;--------------------------------------------------

[logic@kiborg_3]
suitable = {=target_squad_name(jup_a26_kib_final_squad)} true
active = walker@kiborg_3
prior = 200
on_hit = hit@kiborg

[walker@kiborg_3]:walker@kiborg
path_walk = kiborg_3_walk
path_look = kiborg_3_look
;--------------------------------------------------

[logic@kiborg_4]
suitable = {=target_squad_name(jup_a26_kib_final_squad)} true
active = walker@kiborg_4
prior = 200
on_hit = hit@kiborg

[walker@kiborg_4]:walker@kiborg
path_walk = kiborg_4_walk
path_look = kiborg_4_look
;--------------------------------------------------

[logic@kiborg_5]
suitable = {=target_squad_name(jup_a26_kib_final_squad)} true
active = walker@kiborg_5
prior = 200
on_hit = hit@kiborg

[walker@kiborg_5]:walker@kiborg
path_walk = kiborg_5_walk
path_look = kiborg_5_look
;--------------------------------------------------

[logic@kiborg_6]
suitable = {=target_squad_name(jup_a26_kib_final_squad)} true
active = walker@kiborg_6
prior = 200
on_hit = hit@kiborg

[walker@kiborg_6]:walker@kiborg
path_walk = kiborg_6_walk
path_look = kiborg_6_look
;--------------------------------------------------

[logic@kiborg_7]
suitable = {=target_squad_name(jup_a26_kib_final_squad)} true
active = walker@kiborg_7
prior = 200
on_hit = hit@kiborg

[walker@kiborg_7]:walker@kiborg
path_walk = kiborg_7_walk
path_look = kiborg_7_look
;--------------------------------------------------

[logic@kiborg_8]
suitable = {=target_squad_name(jup_a26_kib_final_squad)} true
active = walker@kiborg_8
prior = 200
on_hit = hit@kiborg

[walker@kiborg_8]:walker@kiborg
path_walk = kiborg_8_walk
path_look = kiborg_8_look
;--------------------------------------------------

[logic@kiborg_9]
suitable = {=target_squad_name(jup_a26_kib_final_squad)} true
active = walker@kiborg_9
prior = 200
on_hit = hit@kiborg

[walker@kiborg_9]:walker@kiborg
path_walk = kiborg_9_walk
path_look = kiborg_9_look
;--------------------------------------------------

[logic@kiborg_10]
suitable = {=target_squad_name(jup_a26_kib_final_squad)} true
active = walker@kiborg_10
prior = 200
on_hit = hit@kiborg

[walker@kiborg_10]:walker@kiborg
path_walk = kiborg_10_walk
path_look = kiborg_10_look
;--------------------------------------------------

[logic@kiborg_11]
suitable = {=target_squad_name(jup_a26_kib_final_squad)} true
active = walker@kiborg_11
prior = 200
on_hit = hit@kiborg

[walker@kiborg_11]:walker@kiborg
path_walk = kiborg_11_walk
path_look = kiborg_11_look

;--------------------------------------------------
[logic@kiborg_12]
suitable = {=target_squad_name(jup_a26_kib_final_squad)} true
active = walker@kiborg_12
prior = 200
on_hit = hit@kiborg

[walker@kiborg_12]:walker@kiborg
path_walk = kiborg_12_walk
path_look = kiborg_12_look
;
;
;
;--------------------------------------------------
[logic@stalker_1]
suitable = {=target_squad_name(jup_a26_stalk_final_squad)} true
active = walker@stalker_1
prior = 200
on_hit = hit@kiborg

[walker@stalker_1]:walker@kiborg
path_walk = stalker_1_walk
path_look = stalker_1_look
on_info = {+all_stern_components_done} walker@stalker_1_1

[walker@stalker_1_1]:walker@kiborg
path_walk = kiborg_1_walk
path_look = kiborg_1_look
;--------------------------------------------------

[logic@stalker_2]
suitable = {=target_squad_name(jup_a26_stalk_final_squad)} true
active = walker@stalker_2
prior = 200
on_hit = hit@kiborg

[walker@stalker_2]:walker@kiborg
path_walk = stalker_2_walk
path_look = stalker_1_look
on_info = {+all_stern_components_done} walker@stalker_1_2

[walker@stalker_1_2]:walker@kiborg
path_walk = kiborg_2_walk
path_look = kiborg_2_look
;--------------------------------------------------

[logic@stalker_3]
suitable = {=target_squad_name(jup_a26_stalk_final_squad)} true
active = walker@stalker_3
prior = 200
on_hit = hit@kiborg

[walker@stalker_3]:walker@kiborg
path_walk = stalker_3_walk
path_look = stalker_1_look
on_info = {+all_stern_components_done} walker@stalker_1_3

[walker@stalker_1_3]:walker@kiborg
path_walk = kiborg_3_walk
path_look = kiborg_3_look
;--------------------------------------------------

[logic@stalker_4]
suitable = {=target_squad_name(jup_a26_stalk1_final_squad)} true
active = walker@stalker_4
prior = 200
on_hit = hit@kiborg

[walker@stalker_4]:walker@kiborg
path_walk = stalker_4_walk
path_look = stalker_1_look
on_info = {+all_stern_components_done} walker@stalker_1_4

[walker@stalker_1_4]:walker@kiborg
path_walk = kiborg_4_walk
path_look = kiborg_4_look
;--------------------------------------------------

[logic@stalker_5]
suitable = {=target_squad_name(jup_a26_stalk1_final_squad)} true
active = walker@stalker_5
prior = 200
on_hit = hit@kiborg

[walker@stalker_5]:walker@kiborg
path_walk = stalker_5_walk
path_look = stalker_1_look
on_info = {+all_stern_components_done} walker@stalker_1_5

[walker@stalker_1_5]:walker@kiborg
path_walk = kiborg_5_walk
path_look = kiborg_5_look
;--------------------------------------------------

[logic@stalker_6]
suitable = {=target_squad_name(jup_a26_stalk1_final_squad)} true
active = walker@stalker_6
prior = 200
on_hit = hit@kiborg

[walker@stalker_6]:walker@kiborg
path_walk = stalker_6_walk
path_look = stalker_1_look
on_info = {+all_stern_components_done} walker@stalker_1_6

[walker@stalker_1_6]:walker@kiborg
path_walk = kiborg_6_walk
path_look = kiborg_6_look
;--------------------------------------------------

[logic@stalker_7]
suitable = {=target_squad_name(jup_a26_stalk2_final_squad)} true
active = walker@stalker_7
prior = 200
on_hit = hit@kiborg

[walker@stalker_7]:walker@kiborg
path_walk = stalker_7_walk
path_look = stalker_1_look
on_info = {+all_stern_components_done} walker@stalker_1_7

[walker@stalker_1_7]:walker@kiborg
path_walk = kiborg_7_walk
path_look = kiborg_7_look
;--------------------------------------------------

[logic@stalker_8]
suitable = {=target_squad_name(jup_a26_stalk2_final_squad)} true
active = walker@stalker_8
prior = 200
on_hit = hit@kiborg

[walker@stalker_8]:walker@kiborg
path_walk = stalker_8_walk
path_look = stalker_1_look
on_info = {+all_stern_components_done} walker@stalker_1_8

[walker@stalker_1_8]:walker@kiborg
path_walk = kiborg_8_walk
path_look = kiborg_8_look
;--------------------------------------------------

[logic@stalker_9]
suitable = {=target_squad_name(jup_a26_stalk2_final_squad)} true
active = walker@stalker_9
prior = 200
on_hit = hit@kiborg

[walker@stalker_9]:walker@kiborg
path_walk = stalker_9_walk
path_look = stalker_1_look
on_info = {+all_stern_components_done} walker@stalker_1_9

[walker@stalker_1_9]:walker@kiborg
path_walk = kiborg_9_walk
path_look = kiborg_9_look
;--------------------------------------------------

[logic@stalker_10]
suitable = {=target_squad_name(jup_a26_stalk3_final_squad)} true
active = walker@stalker_10
prior = 200
on_hit = hit@kiborg

[walker@stalker_10]:walker@kiborg
path_walk = stalker_10_walk
path_look = stalker_1_look
on_info = {+all_stern_components_done} walker@stalker_1_10

[walker@stalker_1_10]:walker@kiborg
path_walk = kiborg_10_walk
path_look = kiborg_10_look
;--------------------------------------------------

[logic@stalker_11]
suitable = {=target_squad_name(jup_a26_stalk3_final_squad)} true
active = walker@stalker_11
prior = 200
on_hit = hit@kiborg

[walker@stalker_11]:walker@kiborg
path_walk = stalker_11_walk
path_look = stalker_1_look
on_info = {+all_stern_components_done} walker@stalker_1_11

[walker@stalker_1_11]:walker@kiborg
path_walk = kiborg_11_walk
path_look = kiborg_11_look
;--------------------------------------------------
[logic@stalker_12]
suitable = {=target_squad_name(jup_a26_stalk3_final_squad)} true
active = walker@stalker_12
prior = 200
on_hit = hit@kiborg

[walker@stalker_12]:walker@kiborg
path_walk = stalker_12_walk
path_look = stalker_1_look
on_info = {+all_stern_components_done} walker@stalker_1_12

[walker@stalker_1_12]:walker@kiborg
path_walk = kiborg_12_walk
path_look = kiborg_12_look
