[walker@def]
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
out_restr = pri_a16_sr_noweap
meet = meet@send_far
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[animpoint@def]
reach_movement = walk_noweap
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
use_camp = false
meet = meet@send_far
out_restr = pri_a16_sr_noweap
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[meet@send_far]
close_anim 		= nil
close_victim 	= nil
far_anim 		= nil
far_victim 		= nil
close_snd_hello = nil
close_snd_bye 	= nil
use = false
snd_on_use = {=is_wounded} nil, {=actor_enemy} nil, {=has_enemy} meet_use_no_fight, {=actor_has_weapon} meet_use_no_weapon, {!dist_to_actor_le(3)} nil, meet_use_no_talk_leader
meet_on_talking = false



[logic@pri_a16_guarder_1]
active = walker@guarder_1
suitable = {-pri_a25_rfi_source_eliminated =npc_in_zone(pri_a16_sr_light)} true
prior = 140

[walker@guarder_1]:walker@def
path_walk = guarder_1_walk
path_look = guarder_1_look
on_info = {=surge_started} walker@hide_1
out_restr = pri_a16_sr_noweap

[walker@hide_1]:walker@def
path_walk = hide_1_walk
path_look = hide_1_look
on_info = {=surge_complete} walker@guarder_1
out_restr = pri_a16_sr_noweap



[logic@pri_a16_guarder_2]
active = walker@guarder_2 
suitable = {-pri_a25_rfi_source_eliminated =npc_in_zone(pri_a16_sr_light)} true
prior = 140

[walker@guarder_2]:walker@def
path_walk = guarder_2_walk
path_look = guarder_2_look
on_info = {=surge_started} walker@hide_2

[walker@hide_2]:walker@def
path_walk = hide_2_walk
path_look = hide_1_look
on_info = {=surge_complete} walker@guarder_2



[logic@pri_a16_guarder_3]
active = animpoint@guarder_3 
suitable = {-pri_a25_rfi_source_eliminated =npc_in_zone(pri_a16_sr_light)} true
prior = 150

[animpoint@guarder_3]:animpoint@def
cover_name = pri_a16_animp_5
use_camp = true



[logic@pri_a16_guarder_4]
active = animpoint@guarder_4
suitable = {-pri_a25_rfi_source_eliminated =npc_in_zone(pri_a16_sr_light)} true
prior = 150

[animpoint@guarder_4]:animpoint@def
cover_name = pri_a16_animp_6
use_camp = true



[logic@pri_a16_guarder_main]
active = walker@base
suitable = {-pri_a25_rfi_source_eliminated +pri_a21_task_end =check_npc_name(sokolov)} true, {-pri_a25_rfi_source_eliminated +pri_a21_task_end =check_npc_name(podorojniy)} true
prior = 200

[walker@base]
path_walk = yarmoshuk_walk
path_look = yarmoshuk_look
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
meet = meet@guard_main
out_restr = pri_a16_sr_noweap
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
use_camp = false


[meet@guard_main]
close_snd_hello	= nil
close_snd_bye	= nil
close_anim 		= nil
close_victim	= nil
use = {=actor_enemy} false, {=dist_to_actor_le(3)} true, false
snd_on_use = {!dist_to_actor_le(3)} nil
trade_enable 	= false
allow_break 	= false
