[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

[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@guard_bandit_4]:meet@standart
use = {!actor_enemy =dist_to_actor_le(4) -dialog_guard_bandit_4_end} self, {!actor_enemy} true, false
meet_dialog	=  dialog_guard_bandit_4
trade_enable 	= false

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

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

[logic@walker_1]
suitable = {=check_npc_name(stalker_3)} true
active = walker@wait_1
prior = 200

[walker@wait_1]:walker@standart
path_walk = walker_1_walk
path_look = walker_1_look
;------------------------------------------------

[logic@walker_2]
suitable = {=check_npc_name(stalker_3)} true
active = walker@wait_2
prior = 200

[walker@wait_2]:walker@standart
path_walk = walker_2_walk
path_look = walker_1_look
;------------------------------------------------

[logic@walker_3]
suitable = {=check_npc_name(stalker_3)} true
active = walker@wait_3
prior = 200

[walker@wait_3]:walker@standart
path_walk = walker_3_walk
path_look = walker_1_look
;------------------------------------------------

[logic@walker_4]
suitable = {=check_npc_name(guard_bandit_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_2_look
meet = meet@guard_bandit_4
;------------------------------------------------

[logic@walker_5]
suitable = {=check_npc_name(guard_bandit_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_2_look
;------------------------------------------------

[logic@walker_6]
suitable = {=check_npc_name(guard_bandit_3)} true
active = walker@wait_6
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@wait_6]:walker@standart
path_walk = walker_6_walk
path_look = walker_2_look
;------------------------------------------------

[logic@walker_7]
suitable = {=check_npc_name(guard_bandit_2)} true
active = walker@wait_7
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@wait_7]:walker@standart
path_walk = walker_7_walk
path_look = walker_2_look
;------------------------------------------------

[logic@walker_8]
suitable = {=check_npc_name(guard_bandit_1)} true
active = walker@wait_8
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@wait_8]:walker@standart
path_walk = walker_1_walk
path_look = walker_1_look
;------------------------------------------------

[logic@mob_home_1]
suitable = {=is_monster_snork} true
active = mob_home@_1
monster_job = true
prior = 200

[mob_home@_1]
path_home = walker_1_look
home_min_radius = 5
home_max_radius = 15
aggressive = true

[logic@mob_home_2]:logic@mob_home_1

[logic@mob_home_3]:logic@mob_home_1

[logic@mob_home_4]:logic@mob_home_1

[logic@mob_home_5]:logic@mob_home_1

[logic@mob_home_6]:logic@mob_home_1
