[walker@standart]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = {+red_maria_ghosts_past_var_dialog_end} false, {=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_a8_zombied_squad)} true, {=target_squad_name(lim_a8_agent_squad)} true
active = walker@zombied_1
prior = 200

[walker@zombied_1]:walker@standart
path_walk = zombied_1_walk
path_look = zombied_1_look
;------------------------------------------------

[logic@zombied_2]
suitable = {=target_squad_name(lim_a8_zombied_squad)} true, {=target_squad_name(lim_a8_agent_squad)} true
active = walker@zombied_2
prior = 200

[walker@zombied_2]:walker@standart
path_walk = zombied_2_walk
path_look = zombied_2_look
;------------------------------------------------

[logic@zombied_3]
suitable = {=target_squad_name(lim_a8_zombied_squad)} true, {=target_squad_name(lim_a8_agent_squad)} true
active = walker@zombied_3
prior = 200

[walker@zombied_3]:walker@standart
path_walk = zombied_3_walk
path_look = zombied_3_look
;------------------------------------------------

[logic@zombied_4]
suitable = {=target_squad_name(lim_a8_zombied_squad)} true, {=target_squad_name(lim_a8_agent_squad)} true
active = walker@zombied_4
prior = 200

[walker@zombied_4]:walker@standart
path_walk = zombied_4_walk
path_look = zombied_4_look

;----------------------------------------------------------------------------------------------------------
[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

[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%

[animpoint@monolith]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
use_camp = true
meet = meet@standart

[logic@monolit_1]
suitable = {=target_squad_name(lim_a8_fp_monolith_squad)} true
active = animpoint@monolit_1
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@monolit_1]:animpoint@monolith
cover_name = lim_a8_animp_1
avail_animations = animpoint_sit_knee
;----------------------------------------------------------------------------------------------------------

[logic@monolit_3]
suitable = {=target_squad_name(lim_a8_fp_monolith_squad)} true
active = animpoint@monolit_3
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@monolit_3]:animpoint@monolith
cover_name = lim_a8_animp_3
avail_animations = animpoint_sit_ass
;----------------------------------------------------------------------------------------------------------

[logic@monolit_4]
suitable = {=target_squad_name(lim_a8_fp_monolith_squad)} true
active = animpoint@monolit_4
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@monolit_4]:animpoint@monolith
cover_name = lim_a8_animp_4
avail_animations = animpoint_sit_knee
;----------------------------------------------------------------------------------------------------------

[logic@monolit_5]
suitable = {=target_squad_name(lim_a8_fp_monolith_squad)} true
active = animpoint@monolit_5
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@monolit_5]:animpoint@monolith
cover_name = lim_a8_animp_5
avail_animations = animpoint_sit_ass
;----------------------------------------------------------------------------------------------------------
