[logic@guard_1]
active = walker@guard_1
suitable = {=check_npc_name(monolith)} true
prior = 100

[walker@guard_1]
path_walk = pri_b36_guard_1_1_walk
path_look = pri_b36_guard_1_1_look
on_info = {+pri_b36_ahtung} walker@fire_actor_1
on_actor_dist_le = 50 | {=see_actor} walker@fire_actor_1 %+pri_b36_ahtung%
on_sound = actor|WPN_shoot|10000|0.2| {=dist_to_actor_le(70)} walker@fire_actor_1 %+pri_b36_ahtung%
on_sound2 = actor|MST_step|15|0.5| walker@fire_actor_1 %+pri_b36_ahtung%
on_sound3 = actor|WPN_empty|15|0.3| walker@fire_actor_1 %+pri_b36_ahtung%
on_sound4 = actor|WPN_reload|15|0.3| walker@fire_actor_1 %+pri_b36_ahtung%
on_sound5 = actor|MST_damage|10|0.3| walker@fire_actor_1 %+pri_b36_ahtung%
sound_idle = state
combat_ignore_cond = {=is_enemy_actor} true, {=check_enemy_name(sim_default)} true
danger = danger_1
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[walker@fire_actor_1]
path_walk = pri_b36_guard_1_1_walk
path_look = pri_b36_guard_1_1_look
out_restr = pri_b36_sr_half_out_restr
sound_idle = state
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[danger_1]
ignore_distance = 0

;[hit_1]
;on_info = {=hit_by_actor -pri_b36_ahtung} %+pri_b36_ahtung%

;------------------------- 2 ------------------------------

[logic@guard_2]
active = walker@guard_2
suitable = {=check_npc_name(monolith)} true
prior = 100

[walker@guard_2]
path_walk = pri_b36_guard_2_1_walk
path_look = pri_b36_guard_2_1_look
on_info = {+pri_b36_ahtung} walker@fire_actor_2
on_actor_dist_le = 50 | {=see_actor} walker@fire_actor_2 %+pri_b36_ahtung%
on_sound = actor|WPN_shoot|10000|0.2| {=dist_to_actor_le(70)} walker@fire_actor_2 %+pri_b36_ahtung%
on_sound2 = actor|MST_step|15|0.5| walker@fire_actor_2 %+pri_b36_ahtung%
on_sound3 = actor|WPN_empty|15|0.3| walker@fire_actor_2 %+pri_b36_ahtung%
on_sound4 = actor|WPN_reload|15|0.3| walker@fire_actor_2 %+pri_b36_ahtung%
on_sound5 = actor|MST_damage|10|0.3| walker@fire_actor_2 %+pri_b36_ahtung%
sound_idle = state
combat_ignore_cond = {=is_enemy_actor} true, {=check_enemy_name(sim_default)} true
danger = danger_2
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[walker@fire_actor_2]
path_walk = pri_b36_guard_2_1_walk
path_look = pri_b36_guard_2_1_look
out_restr = pri_b36_sr_half_out_restr
sound_idle = state
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[danger_2]
ignore_distance = 0

;[hit_2]
;on_info = {=hit_by_actor -pri_b36_ahtung} %+pri_b36_ahtung%