[walker@standart]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = false
meet = meet@standart
use_camp = true

[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@victor]:meet@standart
close_distance  = 2
close_victim 	= actor
close_anim 		= wait_na
trade_enable = false

[death@virus]
on_info  = {=killed_by_actor()} %=all_factions_enemy_to_actor%

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

[logic@animpoint_1]
suitable = {=check_npc_name(dark_a3_miranin)} true
active = animpoint@wait_1
prior = 200
on_death = death@virus

[animpoint@wait_1]:walker@standart
cover_name = dark_a3_animpoint_1
avail_animations = animpoint_sit_low

;--------------------------------------------------
[logic@animpoint_2]
suitable = {=check_npc_name(dark_a3_bliznetc)} true
active = animpoint@wait_2
prior = 200
on_death = death@virus

[animpoint@wait_2]:walker@standart
cover_name = dark_a3_animpoint_2
avail_animations = animpoint_sit_normal

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

[logic@animpoint_3]
suitable = {=check_npc_name(dark_a3_yra)} true
active = animpoint@wait_3
prior = 200
can_select_weapon = false
level_spot = trader
trade = misc\trade\dark_a3_yra.ltx
on_death = death@virus

[animpoint@wait_3]:walker@standart
cover_name = dark_a3_animpoint_3
avail_animations = animpoint_sit_knee
use_camp = false
;------------------------------------------------

[logic@animpoint_4]
suitable = {=check_npc_name(dark_a3_bulldog)} true
active = animpoint@wait_4
prior = 200
on_death = death@virus

[animpoint@wait_4]:walker@standart
cover_name = dark_a3_animpoint_4
avail_animations = animpoint_sit_ass
;------------------------------------------------

[logic@animpoint_5]
suitable = {=check_npc_name(dark_a3_viktor)} true
active = animpoint@wait_5
prior = 200
on_death = death@virus

[animpoint@wait_5]:walker@standart
cover_name = dark_a3_animpoint_5
avail_animations = animpoint_sit_ass
use_camp = false
meet = meet@victor
on_info  = {+fplay_victor_dialog_yes_end -fplay_victor_quest_done} companion@_1 %=spawn_object_in(anomaly_scaner:dark_a3_viktor) =reset_npc%
on_info2 = {-fplay_victor_quest_done =npc_has_item(af_ice)} animpoint@victor %+fplay_victor_quest_done%
on_info3 = {+fplay_victor_quest_done} animpoint@victor
on_info4 = {+fplay_victor_dialog_noo_end} animpoint@victor

[animpoint@victor]:walker@standart
cover_name = dark_a3_animpoint_5
avail_animations = animpoint_sit_ass
meet = meet@victor

[companion@_1]:walker@standart
post_combat_time = 0,0
meet = no_meet
artefact_hunter_enabled = false
combat_ignore_cond = {=fighting_dist_ge(30) !actor_enemy} true, false
on_info = {=dist_npc_to_point_le(dark_a24_victor_walk:30)} %+viktor_arrived_dark_a24%
;------------------------------------------------

[logic@walker_1]
suitable = {=check_npc_name(dark_a3_lemur_lider)} true
active = walker@wait_8
prior = 200
on_death = death@virus

[walker@wait_8]:walker@standart
path_walk = walker_8_walk
path_look = walker_8_look
use_camp = false
;------------------------------------------------
