[walker@generic]
gather_items_enabled = false
help_wounded_enabled = true
corpse_detection_enabled = false
wounded = wounded

;----------------------------------------------------------------------------------------------------------

[logic@jup_b6_stalker_1_anom_2]
suitable = {=target_squad_name(jup_b1_stalker_) -jup_b6_anom_2_count_end} true, {=target_squad_name(jup_b6_freedom_stalker_) -jup_b6_anom_2_count_end} true, {=target_squad_name(jup_b6_duty_stalker_) -jup_b6_anom_2_count_end} true, {=target_squad_name(jup_b6_stalker_) -jup_b6_anom_2_count_end} true
prior = 45
active = walker@anom_1
on_death = death
post_combat_time = 0, 0

[death]
on_info = %=dec_counter(jup_b6_anom_2_st_count)%

[walker@anom_1]:walker@generic
path_walk = st_1_scan
path_look = st_1_scan_look
def_state_moving = run
meet = no_meet
combat_ignore_cond = {=fighting_dist_ge(20)} true
combat_ignore_keep_when_attacked = false
on_game_timer = 15 |{-jup_b6_anom_2_st_1_work} %+jup_b6_anom_2_st_1_work =inc_counter(jup_b6_anom_2_st_count)%
on_info = {=has_enemy -jup_b6_anom_2_alarm} camper@fighter_1 %-jup_b6_anom_2_st_1_work =dec_counter(jup_b6_anom_2_st_count) +jup_b6_anom_2_alarm%, {+jup_b6_anom_2_alarm} camper@fighter_1 %-jup_b6_anom_2_st_1_work =dec_counter(jup_b6_anom_2_st_count)%
on_game_timer2 = 15 | {=check_npc_name(jup_b1_stalker_1) -jup_b6_anom_2_snd_beg}  %+jup_b6_anom_2_snd_beg =play_sound(jup_b6_stalker_1_first_measurement_begin)%
on_info2 = {=counter_greater(jup_b6_anom_2_count_1:80) -jup_b6_anom_2_snd_1}  %+jup_b6_anom_2_snd_1 =play_sound(jup_b6_stalker_1_first_measurement_done)%
on_info3 = {=counter_greater(jup_b6_anom_2_count_1:40) -jup_b6_anom_2_snd_5}  %+jup_b6_anom_2_snd_5 =play_sound(jup_b6_stalker_1_first_measurement_in_progress)%
on_info4 = {=counter_greater(jup_b6_anom_2_count_2:100) -jup_b6_anom_2_snd_2}  %+jup_b6_anom_2_snd_2 =play_sound(jup_b6_stalker_1_second_measurement_done)%
on_info5 = {=counter_greater(jup_b6_anom_2_count_2:50) -jup_b6_anom_2_snd_6}  %+jup_b6_anom_2_snd_6 =play_sound(jup_b6_stalker_1_second_measurement_in_progress)%
on_info6 = {=counter_greater(jup_b6_anom_2_count_3:120) -jup_b6_anom_2_snd_3}  %+jup_b6_anom_2_snd_3 =play_sound(jup_b6_stalker_1_third_measurement_done)%
on_info7 = {=counter_greater(jup_b6_anom_2_count_3:60) -jup_b6_anom_2_snd_7}  %+jup_b6_anom_2_snd_7 =play_sound(jup_b6_stalker_1_third_measurement_in_progress)%
on_info8 = {=counter_greater(jup_b6_anom_2_count_4:140) -jup_b6_anom_2_snd_4}  %+jup_b6_anom_2_snd_4 =play_sound(jup_b6_stalker_1_fourth_measurement_done)%
on_info9 = {=counter_greater(jup_b6_anom_2_count_4:70) -jup_b6_anom_2_snd_8}  %+jup_b6_anom_2_snd_8 =play_sound(jup_b6_stalker_1_fourth_measurement_in_progress)%

[camper@fighter_1]:walker@generic
path_walk = st_1_def
path_look = st_1_def_look
radius = 15
no_retreat = true
combat_ignore_cond = {=fighting_dist_ge(55)} true
def_state_moving = assault
meet = no_meet
on_info = {!has_enemy -jup_b6_anom_2_alarm} walker@anom_1 %-jup_b6_stalkers_under_attack -jup_b6_anom_2_guard%
on_game_timer = 15 | {-jup_b6_stalkers_under_attack}  %+jup_b6_stalkers_under_attack =play_sound(jup_b6_stalker_1_monsters_coming_) +jup_b6_anom_2_guard%

;-------------------------------------------------------

[logic@jup_b6_stalker_2_anom_2]
suitable = {=target_squad_name(jup_b1_stalker_) -jup_b6_anom_2_count_end} true, {=target_squad_name(jup_b6_freedom_stalker_) -jup_b6_anom_2_count_end} true, {=target_squad_name(jup_b6_duty_stalker_) -jup_b6_anom_2_count_end} true, {=target_squad_name(jup_b6_stalker_) -jup_b6_anom_2_count_end} true
prior = 44
active = walker@anom_2
on_death = death
post_combat_time = 0, 0

[walker@anom_2]:walker@generic
path_walk = st_2_scan
path_look = st_2_scan_look
def_state_moving = run
meet = no_meet
combat_ignore_cond = {=fighting_dist_ge(20)} true
combat_ignore_keep_when_attacked = false
on_game_timer = 15 |{-jup_b6_anom_2_st_2_work} %+jup_b6_anom_2_st_2_work =inc_counter(jup_b6_anom_2_st_count)%
on_info =  {=has_enemy -jup_b6_anom_2_alarm} camper@fighter_2 %-jup_b6_anom_2_st_2_work =dec_counter(jup_b6_anom_2_st_count) +jup_b6_anom_2_alarm%, {+jup_b6_anom_2_alarm} camper@fighter_2 %-jup_b6_anom_2_st_2_work =dec_counter(jup_b6_anom_2_st_count)%
on_game_timer2 = 15 | {-jup_b6_anom_2_snd_beg}  %+jup_b6_anom_2_snd_beg =play_sound(jup_b6_stalker_1_first_measurement_begin)%
on_info2 = {=counter_greater(jup_b6_anom_2_count_1:80) -jup_b6_anom_2_snd_1}  %+jup_b6_anom_2_snd_1 =play_sound(jup_b6_stalker_1_first_measurement_done)%
on_info3 = {=counter_greater(jup_b6_anom_2_count_1:40) -jup_b6_anom_2_snd_5}  %+jup_b6_anom_2_snd_5 =play_sound(jup_b6_stalker_1_first_measurement_in_progress)%
on_info4 = {=counter_greater(jup_b6_anom_2_count_2:100) -jup_b6_anom_2_snd_2}  %+jup_b6_anom_2_snd_2 =play_sound(jup_b6_stalker_1_second_measurement_done)%
on_info5 = {=counter_greater(jup_b6_anom_2_count_2:50) -jup_b6_anom_2_snd_6}  %+jup_b6_anom_2_snd_6 =play_sound(jup_b6_stalker_1_second_measurement_in_progress)%
on_info6 = {=counter_greater(jup_b6_anom_2_count_3:120) -jup_b6_anom_2_snd_3}  %+jup_b6_anom_2_snd_3 =play_sound(jup_b6_stalker_1_third_measurement_done)%
on_info7 = {=counter_greater(jup_b6_anom_2_count_3:60) -jup_b6_anom_2_snd_7}  %+jup_b6_anom_2_snd_7 =play_sound(jup_b6_stalker_1_third_measurement_in_progress)%
on_info8 = {=counter_greater(jup_b6_anom_2_count_4:140) -jup_b6_anom_2_snd_4}  %+jup_b6_anom_2_snd_4 =play_sound(jup_b6_stalker_1_fourth_measurement_done)%
on_info9 = {=counter_greater(jup_b6_anom_2_count_4:70) -jup_b6_anom_2_snd_8}  %+jup_b6_anom_2_snd_8 =play_sound(jup_b6_stalker_1_fourth_measurement_in_progress)%

[camper@fighter_2]:walker@generic
path_walk = st_2_def
path_look = st_2_def_look
radius = 15
no_retreat = true
combat_ignore_cond = {=fighting_dist_ge(55)} true
def_state_moving = assault
meet = no_meet
on_info = {!has_enemy -jup_b6_anom_2_alarm} walker@anom_2 %-jup_b6_stalkers_under_attack -jup_b6_anom_2_guard%
on_game_timer = 15 | {-jup_b6_stalkers_under_attack }  %+jup_b6_stalkers_under_attack =play_sound(jup_b6_stalker_1_monsters_coming_) +jup_b6_anom_2_guard%

;-------------------------------------------------------

[logic@jup_b6_stalker_3_anom_2]
suitable = {=target_squad_name(jup_b1_stalker_) -jup_b6_anom_2_count_end} true, {=target_squad_name(jup_b6_freedom_stalker_) -jup_b6_anom_2_count_end} true, {=target_squad_name(jup_b6_duty_stalker_) -jup_b6_anom_2_count_end} true, {=target_squad_name(jup_b6_stalker_) -jup_b6_anom_2_count_end} true
prior = 43
active = walker@anom_3
on_death = death
post_combat_time = 0, 0

[walker@anom_3]:walker@generic
path_walk = st_3_scan
path_look = st_3_scan_look
def_state_moving = run
meet = no_meet
combat_ignore_cond = {=fighting_dist_ge(20)} true
combat_ignore_keep_when_attacked = false 
on_game_timer = 15 |{-jup_b6_anom_2_st_3_work} %+jup_b6_anom_2_st_3_work =inc_counter(jup_b6_anom_2_st_count)%
on_info =  {=has_enemy -jup_b6_anom_2_alarm} camper@fighter_3 %-jup_b6_anom_2_st_3_work =dec_counter(jup_b6_anom_2_st_count) +jup_b6_anom_2_alarm%, {+jup_b6_anom_2_alarm} camper@fighter_3 %-jup_b6_anom_2_st_3_work =dec_counter(jup_b6_anom_2_st_count)%
on_game_timer2 = 15 | {-jup_b6_anom_2_snd_beg}  %+jup_b6_anom_2_snd_beg =play_sound(jup_b6_stalker_1_first_measurement_begin)%
on_info2 = {=counter_greater(jup_b6_anom_2_count_1:80) -jup_b6_anom_2_snd_1}  %+jup_b6_anom_2_snd_1 =play_sound(jup_b6_stalker_1_first_measurement_done)%
on_info3 = {=counter_greater(jup_b6_anom_2_count_1:40) -jup_b6_anom_2_snd_5}  %+jup_b6_anom_2_snd_5 =play_sound(jup_b6_stalker_1_first_measurement_in_progress)%
on_info4 = {=counter_greater(jup_b6_anom_2_count_2:100) -jup_b6_anom_2_snd_2}  %+jup_b6_anom_2_snd_2 =play_sound(jup_b6_stalker_1_second_measurement_done)%
on_info5 = {=counter_greater(jup_b6_anom_2_count_2:50) -jup_b6_anom_2_snd_6}  %+jup_b6_anom_2_snd_6 =play_sound(jup_b6_stalker_1_second_measurement_in_progress)%
on_info6 = {=counter_greater(jup_b6_anom_2_count_3:120) -jup_b6_anom_2_snd_3}  %+jup_b6_anom_2_snd_3 =play_sound(jup_b6_stalker_1_third_measurement_done)%
on_info7 = {=counter_greater(jup_b6_anom_2_count_3:60) -jup_b6_anom_2_snd_7}  %+jup_b6_anom_2_snd_7 =play_sound(jup_b6_stalker_1_third_measurement_in_progress)%
on_info8 = {=counter_greater(jup_b6_anom_2_count_4:140) -jup_b6_anom_2_snd_4}  %+jup_b6_anom_2_snd_4 =play_sound(jup_b6_stalker_1_fourth_measurement_done)%
on_info9 = {=counter_greater(jup_b6_anom_2_count_4:70) -jup_b6_anom_2_snd_8}  %+jup_b6_anom_2_snd_8 =play_sound(jup_b6_stalker_1_fourth_measurement_in_progress)%

[camper@fighter_3]:walker@generic
path_walk = st_3_def
path_look = st_3_def_look
radius = 15
no_retreat = true
combat_ignore_cond = {=fighting_dist_ge(55)} true
def_state_moving = assault
meet = no_meet
on_info = {!has_enemy -jup_b6_anom_2_alarm} walker@anom_3 %-jup_b6_stalkers_under_attack -jup_b6_anom_2_guard%
on_game_timer = 15 | {-jup_b6_stalkers_under_attack }  %+jup_b6_stalkers_under_attack =play_sound(jup_b6_stalker_1_monsters_coming_) +jup_b6_anom_2_guard%

;-------------------------------------------------------

[logic@jup_b6_stalker_4_anom_2]
suitable = {=target_squad_name(jup_b1_stalker_) -jup_b6_anom_2_count_end} true, {=target_squad_name(jup_b6_freedom_stalker_) -jup_b6_anom_2_count_end} true, {=target_squad_name(jup_b6_duty_stalker_) -jup_b6_anom_2_count_end} true, {=target_squad_name(jup_b6_stalker_) -jup_b6_anom_2_count_end} true
prior = 42
active = walker@anom_4
on_death = death
post_combat_time = 0, 0

[walker@anom_4]:walker@generic
path_walk = st_4_scan
path_look = st_4_scan_look
def_state_moving = run
meet = no_meet
combat_ignore_cond = {=fighting_dist_ge(20)} true
combat_ignore_keep_when_attacked = false
on_game_timer = 15 |{-jup_b6_anom_2_st_4_work} %+jup_b6_anom_2_st_4_work =inc_counter(jup_b6_anom_2_st_count)%
on_info =  {=has_enemy -jup_b6_anom_2_alarm} camper@fighter_4 %-jup_b6_anom_2_st_4_work =dec_counter(jup_b6_anom_2_st_count) +jup_b6_anom_2_alarm%, {+jup_b6_anom_2_alarm} camper@fighter_4 %-jup_b6_anom_2_st_4_work =dec_counter(jup_b6_anom_2_st_count)%
on_game_timer2 = 15 | {-jup_b6_anom_2_snd_beg}  %+jup_b6_anom_2_snd_beg =play_sound(jup_b6_stalker_1_first_measurement_begin)%
on_info2 = {=counter_greater(jup_b6_anom_2_count_1:80) -jup_b6_anom_2_snd_1}  %+jup_b6_anom_2_snd_1 =play_sound(jup_b6_stalker_1_first_measurement_done)%
on_info3 = {=counter_greater(jup_b6_anom_2_count_1:40) -jup_b6_anom_2_snd_5}  %+jup_b6_anom_2_snd_5 =play_sound(jup_b6_stalker_1_first_measurement_in_progress)%
on_info4 = {=counter_greater(jup_b6_anom_2_count_2:100) -jup_b6_anom_2_snd_2}  %+jup_b6_anom_2_snd_2 =play_sound(jup_b6_stalker_1_second_measurement_done)%
on_info5 = {=counter_greater(jup_b6_anom_2_count_2:50) -jup_b6_anom_2_snd_6}  %+jup_b6_anom_2_snd_6 =play_sound(jup_b6_stalker_1_second_measurement_in_progress)%
on_info6 = {=counter_greater(jup_b6_anom_2_count_3:120) -jup_b6_anom_2_snd_3}  %+jup_b6_anom_2_snd_3 =play_sound(jup_b6_stalker_1_third_measurement_done)%
on_info7 = {=counter_greater(jup_b6_anom_2_count_3:60) -jup_b6_anom_2_snd_7}  %+jup_b6_anom_2_snd_7 =play_sound(jup_b6_stalker_1_third_measurement_in_progress)%
on_info8 = {=counter_greater(jup_b6_anom_2_count_4:140) -jup_b6_anom_2_snd_4}  %+jup_b6_anom_2_snd_4 =play_sound(jup_b6_stalker_1_fourth_measurement_done)%
on_info9 = {=counter_greater(jup_b6_anom_2_count_4:70) -jup_b6_anom_2_snd_8}  %+jup_b6_anom_2_snd_8 =play_sound(jup_b6_stalker_1_fourth_measurement_in_progress)%
wounded = wounded

[camper@fighter_4]:walker@generic
path_walk = st_4_def
path_look = st_4_def_look
radius = 15
no_retreat = true
combat_ignore_cond = {=fighting_dist_ge(55)} true
def_state_moving = assault
meet = no_meet
on_info = {!has_enemy -jup_b6_anom_2_alarm} walker@anom_4 %-jup_b6_stalkers_under_attack -jup_b6_anom_2_guard%
on_game_timer = 15 | {-jup_b6_stalkers_under_attack }  %+jup_b6_stalkers_under_attack =play_sound(jup_b6_stalker_1_monsters_coming_) +jup_b6_anom_2_guard%

;-------------------------------------------------------

[logic@jup_b6_stalker_1_anom_2_def]
suitable = {=target_squad_name(jup_b1_stalker_)} true, {=target_squad_name(jup_b6_freedom_stalker_)} true, {=target_squad_name(jup_b6_duty_stalker_)} true, {=target_squad_name(jup_b6_stalker_)} true
prior = 40
active = camper@six_cover_1
post_combat_time = 0, 0

[camper@six_cover_1]:walker@generic
path_walk = st_1_def
path_look = st_1_def_look
def_state_moving = assault
combat_ignore_cond = {=fighting_dist_ge(55)} true
on_info = {+jup_b6_anom_2_count_end  !has_enemy} camper@ready_to_go_1
meet = no_meet

[camper@ready_to_go_1]:walker@generic
path_walk = st_1_def
path_look = st_1_def_look
on_game_timer = 20 | {-jup_b6_anom_2_ready_to_go}  %+jup_b6_anom_2_ready_to_go =play_sound(jup_b6_stalker_1_measurements_done)%
on_info = {=dist_to_actor_ge(130)} %-jup_b6_anom_2%
def_state_campering = threat
def_state_campering_fire = threat_fire
combat_ignore_cond = {=fighting_dist_ge(55)} true

;-----------------------------------------------------------

[logic@jup_b6_stalker_2_anom_2_def]
suitable = {=target_squad_name(jup_b1_stalker_)} true, {=target_squad_name(jup_b6_freedom_stalker_)} true, {=target_squad_name(jup_b6_duty_stalker_)} true, {=target_squad_name(jup_b6_stalker_)} true
prior = 40
active = camper@six_cover_2
post_combat_time = 0, 0

[camper@six_cover_2]:walker@generic
path_walk = st_2_def
path_look = st_2_def_look
def_state_moving = assault
combat_ignore_cond = {=fighting_dist_ge(55)} true
on_info = {+jup_b6_anom_2_count_end  !has_enemy} camper@ready_to_go_2
meet = no_meet

[camper@ready_to_go_2]:walker@generic
path_walk = st_2_def
path_look = st_2_def_look
on_game_timer = 20 | {-jup_b6_anom_2_ready_to_go}  %+jup_b6_anom_2_ready_to_go =play_sound(jup_b6_stalker_1_measurements_done)%
on_info = {=dist_to_actor_ge(130)} %-jup_b6_anom_2%
def_state_campering = threat
def_state_campering_fire = threat_fire
combat_ignore_cond = {=fighting_dist_ge(55)} true

;-------------------------------------------------------------

[logic@jup_b6_stalker_3_anom_2_def]
suitable = {=target_squad_name(jup_b1_stalker_)} true, {=target_squad_name(jup_b6_freedom_stalker_)} true, {=target_squad_name(jup_b6_duty_stalker_)} true, {=target_squad_name(jup_b6_stalker_)} true
prior = 40
active = camper@six_cover_3
post_combat_time = 0, 0

[camper@six_cover_3]:walker@generic
path_walk = st_3_def
path_look = st_3_def_look
def_state_moving = assault
on_info = {+jup_b6_anom_2_count_end  !has_enemy} camper@ready_to_go_3
meet = no_meet
combat_ignore_cond = {=fighting_dist_ge(55)} true

[camper@ready_to_go_3]:walker@generic
path_walk = st_3_def
path_look = st_3_def_look
on_game_timer = 20 | {-jup_b6_anom_2_ready_to_go}  %+jup_b6_anom_2_ready_to_go =play_sound(jup_b6_stalker_1_measurements_done)%
on_info = {=dist_to_actor_ge(130)} %-jup_b6_anom_2%
def_state_campering = threat
def_state_campering_fire = threat_fire
combat_ignore_cond = {=fighting_dist_ge(55)} true

;-------------------------------------------------------------

[logic@jup_b6_stalker_4_anom_2_def]
suitable = {=target_squad_name(jup_b1_stalker_)} true, {=target_squad_name(jup_b6_freedom_stalker_)} true, {=target_squad_name(jup_b6_duty_stalker_)} true, {=target_squad_name(jup_b6_stalker_)} true
prior = 40
active = camper@six_cover_4
post_combat_time = 0, 0

[camper@six_cover_4]:walker@generic
path_walk = st_4_def
path_look = st_4_def_look
def_state_moving = assault
on_info = {+jup_b6_anom_2_count_end  !has_enemy} camper@ready_to_go_4
meet = no_meet
combat_ignore_cond = {=fighting_dist_ge(55)} true

[camper@ready_to_go_4]:walker@generic
path_walk = st_4_def
path_look = st_4_def_look
on_game_timer = 20 | {-jup_b6_anom_2_ready_to_go }  %+jup_b6_anom_2_ready_to_go =play_sound(jup_b6_stalker_1_measurements_done)%
on_info = {=dist_to_actor_ge(130)} %-jup_b6_anom_2%
def_state_campering = threat
def_state_campering_fire = threat_fire
combat_ignore_cond = {=fighting_dist_ge(55)} true

;-------------------------------------------------------------

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