[logic@zat_b7_stalker_victim_sleeper_1]
active = sleeper@sleeper_1
prior = 30
suitable = {=target_squad_name(zat_b7_stalkers_victims_1) -zat_b7_stalkers_victims_prepare} true, {+zat_b7_task_end} true

[sleeper@sleeper_1]
path_main = stalker_victim_sleeper_1
meet = no_meet


[logic@zat_b7_stalker_victim_sleeper_2]
active = sleeper@sleeper_2
prior = 30
suitable = {=target_squad_name(zat_b7_stalkers_victims_1) -zat_b7_stalkers_victims_prepare} true, {+zat_b7_task_end} true

[sleeper@sleeper_2]
path_main = stalker_victim_sleeper_2
meet = no_meet


[logic@zat_b7_guard_walker]
active = walker@zat_b7_guard_walker
prior = 35
suitable = {=target_squad_name(zat_b7_stalkers_victims_1) -zat_b7_stalkers_victims_prepare} true, {+zat_b7_task_end} true

[walker@zat_b7_guard_walker]
path_walk = guard_walker_walk
path_look = guard_walker_look
def_state_moving = walk
meet = no_meet


[logic@zat_b7_stalker_victim_1]
active = walker@start_1
prior = 200
suitable = {=is_alive(zat_b7_stalker_victim_1) =check_npc_name(zat_b7_stalker_victim_1)} true, {!is_alive(zat_b7_stalker_victim_1) =target_squad_name(zat_b7_stalkers_victims_1) =is_squad_commander} true

[walker@start_1]
path_walk = stalker_victim_leader_walk
path_look = stalker_victim_leader_look
def_state_standing = sit
meet = meet@start_1
on_info = {+zat_b7_stalkers_raiders_attack +zat_b7_stalkers_victims_know_about_raid} camper@prepared_for_attack_1 %+zat_b7_stalkers_victims_prepare%
on_info2 = {+zat_b7_actor_teleport +zat_b7_stalkers_victims_know_about_raid} camper@prepared_for_attack_1 %+zat_b7_stalkers_victims_prepare%

[meet@start_1]
meet_dialog = {+zat_b7_raider_plan} zat_b7_stalkers_victims_dialog
close_snd_hello = {+zat_b7_actor_help_stalkers +zat_b7_actor_really_helped_stalkers -zat_b7_sound_play} zat_b7_stalker_after_ok %+zat_b7_sound_play%, {+zat_b7_actor_help_stalkers -zat_b7_actor_really_helped_stalkers -zat_b7_sound_play} zat_b7_stalker_after_bad %+zat_b7_sound_play%, {=actor_has_weapon} meet_hide_weapon, meet_hello
close_snd_bye = nil
close_distance = 5
close_anim = nil
close_victim = nil
far_distance = 10
trade_enable = false
close_victim = actor
use = {=is_wounded} false, {=actor_enemy} false, {=has_enemy} false, {+zat_b7_actor_robbed} false, true 
snd_on_use = nil

[camper@prepared_for_attack_1]
path_walk = stalker_victim_1_prepared_for_attack_walk
path_look = stalker_victim_1_prepared_for_attack_look
no_retreat = true
meet = meet@start_1
def_state_campering = hide 
def_state_moving = sprint
def_state_moving_fire = sneak_fire
radius = 0
on_info = {+zat_b7_actor_help_stalkers} walker@end_1
on_info2 = {=is_squad_enemy_to_actor(zat_b7_stalkers_raiders) -zat_b7_attack_started} camper@attack_1_leader %+zat_b7_attack_started =play_sound(zat_b7_stalkers_attack) =set_squads_enemies(zat_b7_stalkers_raiders:zat_b7_stalkers_victims_1)%
on_info3 = {-zat_b7_attack_started =squad_in_zone(zat_b7_stalkers_raiders:zat_b7_sr_stalkers_victims_attack)} camper@attack_1_leader %+zat_b7_attack_started =play_sound(zat_b7_stalkers_attack) =set_squads_enemies(zat_b7_stalkers_raiders:zat_b7_stalkers_victims_1)%

[camper@attack_1_leader]
path_walk = stalker_victim_1_attack_walk
path_look = stalker_victim_1_attack_look
no_retreat = true
on_info = {+zat_b7_actor_help_stalkers} walker@end_1
on_info2 = {!squad_exist(zat_b7_stalkers_raiders)} walker@end_1
meet = no_meet
def_state_moving = sneak_run
def_state_moving_fire = sneak_fire
radius = 0

[walker@end_1]
path_walk = stalker_victim_leader_walk
path_look = stalker_victim_leader_look
def_state_standing = sit
meet = meet@start_1
corpse_detection_enabled = false
wounded = wounded@no_wound

[wounded@no_wound]
hp_state = 0 | wounded_heavy@help_heavy
hp_state_see = 0 | wounded_heavy@help_heavy
hp_victim = 0 | nil
hp_cover = 0 | false
hp_fight = 0 | false



[logic@zat_b7_stalker_victim_2]
active = camper@prepared_for_attack_2
prior = 100
suitable = {=target_squad_name(zat_b7_stalkers_victims_1) +zat_b7_stalkers_victims_prepare -zat_b7_actor_help_stalkers} true

[camper@prepared_for_attack_2]
path_walk = stalker_victim_2_prepared_for_attack_walk
path_look = stalker_victim_2_prepared_for_attack_look
no_retreat = true
on_info = {+zat_b7_attack_started} camper@attack_2
def_state_campering = hide 
def_state_moving = sprint
def_state_moving_fire = sneak_fire
radius = 10


[logic@zat_b7_stalker_victim_3]
active = camper@prepared_for_attack_3
prior = 100
suitable = {=target_squad_name(zat_b7_stalkers_victims_1) +zat_b7_stalkers_victims_prepare -zat_b7_actor_help_stalkers} true

[camper@prepared_for_attack_3]
path_walk = stalker_victim_3_prepared_for_attack_walk
path_look = stalker_victim_3_prepared_for_attack_look
no_retreat = true
on_info = {+zat_b7_attack_started} camper@attack_1
def_state_campering = hide 
def_state_moving = sneak_run
def_state_moving_fire = sneak_fire
radius = 10

[camper@attack_1]
path_walk = stalker_victim_1_attack_walk
path_look = stalker_victim_1_attack_look
no_retreat = true
meet = no_meet
def_state_moving = sneak_run
def_state_moving_fire = sneak_fire
radius = 10
on_signal = path_end | walker@attack_1_1
;danger = danger@no_danger

[walker@attack_1_1]
path_walk = stalker_victim_2_attack_walk
path_look = stalker_victim_2_attack_look
meet = no_meet
def_state_standing = hide_na


[logic@zat_b7_stalker_victim_4]
active = camper@prepared_for_attack_4
prior = 100
suitable = {=target_squad_name(zat_b7_stalkers_victims_1) +zat_b7_stalkers_victims_prepare -zat_b7_actor_help_stalkers} true

[camper@prepared_for_attack_4]
path_walk = stalker_victim_4_prepared_for_attack_walk
path_look = stalker_victim_4_prepared_for_attack_look
no_retreat = true
on_info = {+zat_b7_attack_started} camper@attack_1
def_state_campering = hide 
def_state_moving = sprint
def_state_moving_fire = sneak_fire
radius = 10


[logic@zat_b7_stalker_victim_5]
active = camper@prepared_for_attack_5
prior = 100
suitable = {=target_squad_name(zat_b7_stalkers_victims_1) +zat_b7_stalkers_victims_prepare -zat_b7_actor_help_stalkers} true

[camper@prepared_for_attack_5]
path_walk = stalker_victim_5_prepared_for_attack_walk
path_look = stalker_victim_5_prepared_for_attack_look
no_retreat = true
on_info = {+zat_b7_attack_started} camper@attack_2
def_state_campering = hide 
def_state_moving = sneak_run
def_state_moving_fire = sneak_fire
radius = 10

[camper@attack_2]
path_walk = stalker_victim_2_attack_walk
path_look = stalker_victim_2_attack_look
no_retreat = true
meet = no_meet
def_state_moving = sneak_run
def_state_moving_fire = sneak_fire
radius = 10
on_signal = path_end | walker@attack_2_1
;danger = danger@no_danger

[walker@attack_2_1]
path_walk = stalker_victim_1_attack_walk
path_look = stalker_victim_1_attack_look
meet = no_meet
def_state_standing = hide_na


[logic@zat_b7_stalker_victim_6]
active = camper@prepared_for_attack_6
prior = 100
suitable = {=target_squad_name(zat_b7_stalkers_victims_1) +zat_b7_stalkers_victims_prepare -zat_b7_actor_help_stalkers} true

[camper@prepared_for_attack_6]
path_walk = stalker_victim_6_prepared_for_attack_walk
path_look = stalker_victim_6_prepared_for_attack_look
no_retreat = true
on_info = {+zat_b7_attack_started} camper@attack_1
def_state_campering = hide 
def_state_moving = sneak_run
def_state_moving_fire = sneak_fire
radius = 10


[logic@zat_b7_stalker_victim_7]
active = camper@prepared_for_attack_7
prior = 100
suitable = {=target_squad_name(zat_b7_stalkers_victims_1) +zat_b7_stalkers_victims_prepare -zat_b7_actor_help_stalkers} true

[camper@prepared_for_attack_7]
path_walk = stalker_victim_7_prepared_for_attack_walk
path_look = stalker_victim_7_prepared_for_attack_look
no_retreat = true
on_info = {+zat_b7_attack_started} camper@attack_2
def_state_campering = hide 
def_state_moving = sneak_run
def_state_moving_fire = sneak_fire
radius = 10
