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

[walker@reach]:walker@def
combat_ignore_keep_when_attacked = false
invulnerable = false

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

[animpoint@reach]:animpoint@def
combat_ignore_keep_when_attacked = false
invulnerable = false

[meet@animpoint]
close_anim 		= nil
close_victim 	= nil
far_anim 		= nil
far_victim 		= nil
close_snd_hello = nil
close_snd_bye 	= nil
close_distance 	= 0
far_distance 	= 0
use = {=actor_enemy} false, {=dist_to_actor_le(3)} true, false
snd_on_use = {!dist_to_actor_le(3)} nil
meet_on_talking = false



[logic@pri_a16_stalker_1]
active = walker@guarder_1_reach
suitable = {+pri_a28_actor_in_zone_stay =npc_in_zone(pri_a16_sr_noweap)} true
prior = 190

[walker@guarder_1_reach]:walker@reach
path_walk = guarder_1_walk
path_look = guarder_1_look
on_info = {=npc_in_zone(pri_surge_hide_a16)} walker@guarder_1

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

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



[logic@pri_a16_stalker_2]
active = walker@guarder_2_reach 
suitable = {+pri_a28_actor_in_zone_stay =npc_in_zone(pri_a16_sr_noweap)} true
prior = 150

[walker@guarder_2_reach]:walker@reach
path_walk = guarder_2_walk
path_look = guarder_2_look
on_info = {=npc_in_zone(pri_surge_hide_a16)} walker@guarder_2

[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_stalker_3]
active = animpoint@pri_a16_stalker_3 
suitable = {+pri_a28_actor_in_zone_stay =npc_in_zone(pri_a16_sr_noweap)} true
prior = 150

[logic@pri_a16_stalker_4]
active = animpoint@pri_a16_stalker_4
suitable = {+pri_a28_actor_in_zone_stay =npc_in_zone(pri_a16_sr_noweap)} true
prior = 150

[logic@pri_a16_stalker_5]
active = animpoint@pri_a16_stalker_5
suitable = {+pri_a28_actor_in_zone_stay =npc_in_zone(pri_a16_sr_noweap)} true
prior = 150

[logic@pri_a16_stalker_6]
active = animpoint@pri_a16_stalker_6
suitable = {+pri_a28_actor_in_zone_stay =npc_in_zone(pri_a16_sr_noweap)} true
prior = 150

[logic@pri_a16_stalker_7]
active = animpoint@pri_a16_stalker_7
suitable = {+pri_a28_actor_in_zone_stay =npc_in_zone(pri_a16_sr_noweap)} true
prior = 150

[logic@pri_a16_stalker_8]
active = animpoint@pri_a16_stalker_8
suitable = {+pri_a28_actor_in_zone_stay =npc_in_zone(pri_a16_sr_noweap)} true
prior = 150

[logic@pri_a16_stalker_9]
active = animpoint@pri_a16_stalker_9
suitable = {+pri_a28_actor_in_zone_stay =npc_in_zone(pri_a16_sr_noweap)} true
prior = 150

[logic@pri_a16_stalker_10]
active = animpoint@pri_a16_stalker_10
suitable = {+pri_a28_actor_in_zone_stay =npc_in_zone(pri_a16_sr_noweap)} true
prior = 150

[logic@pri_a16_stalker_11]
active = animpoint@pri_a16_stalker_11
suitable = {+pri_a28_actor_in_zone_stay =npc_in_zone(pri_a16_sr_noweap)} true
prior = 140

[logic@pri_a16_stalker_12]
active = animpoint@pri_a16_stalker_12
suitable = {+pri_a28_actor_in_zone_stay =npc_in_zone(pri_a16_sr_noweap)} true
prior = 120

[animpoint@pri_a16_stalker_3]:animpoint@reach
cover_name = pri_a16_animp_1
on_info = {=npc_in_zone(pri_surge_hide_a16)} animpoint@pri_a16_stalker_3_reached

[animpoint@pri_a16_stalker_4]:animpoint@reach
cover_name = pri_a16_animp_2
on_info = {=npc_in_zone(pri_surge_hide_a16)} animpoint@pri_a16_stalker_4_reached

[animpoint@pri_a16_stalker_5]:animpoint@reach
cover_name = pri_a16_animp_3
on_info = {=npc_in_zone(pri_surge_hide_a16)} animpoint@pri_a16_stalker_5_reached

[animpoint@pri_a16_stalker_6]:animpoint@reach
cover_name = pri_a16_animp_vano
on_info = {=npc_in_zone(pri_surge_hide_a16)} animpoint@pri_a16_stalker_6_reached

[animpoint@pri_a16_stalker_7]:animpoint@reach
cover_name = pri_a16_animp_5
on_info = {=npc_in_zone(pri_surge_hide_a16)} animpoint@pri_a16_stalker_7_reached

[animpoint@pri_a16_stalker_8]:animpoint@reach
cover_name = pri_a16_animp_6
on_info = {=npc_in_zone(pri_surge_hide_a16)} animpoint@pri_a16_stalker_8_reached

[animpoint@pri_a16_stalker_9]:animpoint@reach
cover_name = pri_a16_animp_7
meet = no_meet
on_info = {=npc_in_zone(pri_surge_hide_a16)} animpoint@pri_a16_stalker_9_reached

[animpoint@pri_a16_stalker_10]:animpoint@reach
cover_name = pri_a16_animp_8
meet = no_meet
on_info = {=npc_in_zone(pri_surge_hide_a16)} animpoint@pri_a16_stalker_10_reached

[animpoint@pri_a16_stalker_11]:animpoint@reach
cover_name = pri_a16_animp_4
on_info = {=npc_in_zone(pri_surge_hide_a16)} animpoint@pri_a16_stalker_11_reached

[animpoint@pri_a16_stalker_12]:animpoint@reach
cover_name = pri_a16_animp_sokolov
on_info = {=npc_in_zone(pri_surge_hide_a16)} animpoint@pri_a16_stalker_12_reached



[animpoint@pri_a16_stalker_3_reached]:animpoint@def
cover_name = pri_a16_animp_1

[animpoint@pri_a16_stalker_4_reached]:animpoint@def
cover_name = pri_a16_animp_2

[animpoint@pri_a16_stalker_5_reached]:animpoint@def
cover_name = pri_a16_animp_3

[animpoint@pri_a16_stalker_6_reached]:animpoint@def
cover_name = pri_a16_animp_vano

[animpoint@pri_a16_stalker_7_reached]:animpoint@def
cover_name = pri_a16_animp_5

[animpoint@pri_a16_stalker_8_reached]:animpoint@def
cover_name = pri_a16_animp_6

[animpoint@pri_a16_stalker_9_reached]:animpoint@def
cover_name = pri_a16_animp_7
meet = no_meet

[animpoint@pri_a16_stalker_10_reached]:animpoint@def
cover_name = pri_a16_animp_8
meet = no_meet

[animpoint@pri_a16_stalker_11_reached]:animpoint@def
cover_name = pri_a16_animp_4

[animpoint@pri_a16_stalker_12_reached]:animpoint@def
cover_name = pri_a16_animp_sokolov

;in reserve - pri_a16_animp_wanderer
;in reserve - pri_a16_animp_zulus



[logic@pri_a16_yar]
suitable = {+pri_a28_actor_in_zone_stay =check_npc_name(jup_b19_freedom_yar)} true
prior = 200
active = animpoint@base

[animpoint@base]
cover_name = pri_a16_animp_medic
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
meet = meet
out_restr = pri_a16_sr_noweap
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
use_camp = false

[meet]
close_anim 		= nil
close_victim 	= nil
far_anim 		= nil
far_victim 		= nil
close_distance 	= 0
far_distance	= 0
use 			= {=actor_enemy} false, true
trade_enable 	= true
allow_break 	= false
meet_dialog		= jup_b19_freedom_yar_pripyat_start
