[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