[walker@standart]
invulnerable = {=actor_enemy} false, true
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
def_state_moving = assault
def_state_moving1 = assault
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%

[hit@walker]
on_info  = {=hit_by_actor()} %=all_factions_enemy_to_actor%

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

[logic@walker_1]
suitable = {=check_npc_name(bar_a5_stalkerden)} 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
post_combat_time = 0,0
on_info = {!actor_enemy} %=control_position(stan_a1_walker_1_walk:0.3)%
;------------------------------------------------

[logic@walker_2]
suitable = {=check_npc_name(bar_a5_voyak_4)} 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
post_combat_time = 0,0
on_info = {!actor_enemy} %=control_position(stan_a1_walker_2_walk:0.3)%
;---------------------------------------------------

[logic@walker_3]
suitable = {=check_npc_name(bar_a5_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
post_combat_time = 0,0
on_info = {!actor_enemy} %=control_position(stan_a1_walker_3_walk:0.3)%
;---------------------------------------------------

[logic@walker_4]
suitable = {=check_npc_name(bar_a5_voyak_2)} 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
post_combat_time = 0,0
on_info = {!actor_enemy} %=control_position(stan_a1_walker_4_walk:0.3)%
;---------------------------------------------------

[logic@walker_5]
suitable = {=check_npc_name(bar_a5_voyak_1)} 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
post_combat_time = 0,0
on_info = {!actor_enemy} %=control_position(stan_a1_walker_5_walk:0.3)%
