[meet@rival]
meet_dialog = {!is_wounded =zat_b29_rivals_dialog_precond} zat_b29_rivals_start_dialog

[logic@zat_b29_stalker_rival_leader]
suitable = {=check_npc_name(zat_b29_stalker_rival)} true
prior = 200
active = walker@stalker_rival_leader

[walker@stalker_rival_leader]
path_walk = leader_walk
path_look = leader_look
def_state_moving = walk
def_state_standing = probe_stand
meet = meet@rival
on_info = {!npc_has_item(detector_advanced) !npc_has_item(detector_scientific)} %=give_item(detector_advanced)%


[logic@zat_b29_stalker_rival_2]
suitable = {=target_squad_name(zat_b29_stalker_rival) !check_npc_name(zat_b29_stalker_rival)} true
prior = 200
active = walker@stalker_rival_2

[walker@stalker_rival_2]
path_walk = 2_walk
path_look = 2_look
def_state_moving = walk
def_state_standing = probe_crouch
meet = meet@rival
on_info = {!npc_has_item(detector_elite) !npc_has_item(detector_scientific)} %=give_item(detector_elite)%

[logic@zat_b29_stalker_rival_3]
suitable = {=target_squad_name(zat_b29_stalker_rival) !check_npc_name(zat_b29_stalker_rival)} true
prior = 200
active = walker@stalker_rival_3

[walker@stalker_rival_3]
path_walk = 3_walk
path_look = 3_look
def_state_moving = walk
def_state_standing = probe_crouch
meet = meet@rival
on_info = {!npc_has_item(detector_advanced) !npc_has_item(detector_scientific)} %=give_item(detector_advanced)%


;On stalkers base, with af
[logic@zat_b29_stalker_rival]
suitable = {=check_npc_name(zat_b29_stalker_rival) -zat_b29_linker_take_af_from_rival +zat_b29_adv_task_given +zat_b29_stalkers_rivals_found_af} true
prior = 200
active = walker@stalker_rival_base_reach

[walker@stalker_rival_base_reach]
path_walk = b29_rival_leader_walk
path_look = b29_rival_leader_look
on_signal = path_end | walker@wait_for_actor
on_info = {=npc_in_zone(zat_a2_sr_light)} walker@stalker_rival_base
out_restr = zat_a2_sr_noweap

[walker@stalker_rival_base]
path_walk = b29_rival_leader_walk
path_look = b29_rival_leader_look
on_signal = path_end | walker@wait_for_actor
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
out_restr = zat_a2_sr_noweap
def_state_moving = walk_noweap
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
use_camp = false

[walker@wait_for_actor]
path_walk = b29_rival_leader_walk
path_look = b29_rival_leader_look
on_info = {=dist_to_actor_le(20)} remark@transfer_af
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
out_restr = zat_a2_sr_noweap
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
use_camp = false

[remark@transfer_af]
target = story | zat_a2_stalker_barmen
anim = zat_b14_give_artefact_idle
on_info = {-zat_b29_rival_sound_played =check_npc_name(zat_b29_stalker_rival_1)} %=play_sound(zat_b29_stalker_rival_1_order_ready)%
on_info2 = {-zat_b29_rival_sound_played =check_npc_name(zat_b29_stalker_rival_2)} %=play_sound(zat_b29_stalker_rival_2_order_ready)%
on_info3 = {-zat_b29_rival_sound_played =check_npc_name(zat_b29_stalker_rival_default_1)} %=play_sound(zat_b29_stalker_rival_1_order_ready)%
on_info4 = {-zat_b29_rival_sound_played =check_npc_name(zat_b29_stalker_rival_default_2)} %=play_sound(zat_b29_stalker_rival_2_order_ready)%
on_signal = sound_end | %+zat_b29_rival_sound_played%
meet = no_meet
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
out_restr = zat_a2_sr_noweap
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
