;-------------------------------------------------------------------------------------------------
;-- GARBAGE BANDITS
;-------------------------------------------------------------------------------------------------
[logic@gar_bandit_agr_camper1]
active = walker@gar_bandit_agr_camper1

[walker@gar_bandit_agr_camper1]
path_walk = camper_walk1
path_look = camper_look1
danger = danger_condition@camp_bandits


[logic@gar_bandit_agr_camper2]
active = walker@gar_bandit_agr_camper2

[walker@gar_bandit_agr_camper2]
path_walk = camper_walk2
path_look = camper_look2
danger = danger_condition@camp_bandits


[logic@gar_bandit_agr_camper3]
active = walker@gar_bandit_agr_camper3

[walker@gar_bandit_agr_camper3]
path_walk = camper_walk3
path_look = camper_look3
danger = danger_condition@camp_bandits


[logic@gar_bandit_agr_camper4]
active = walker@gar_bandit_agr_camper4

[walker@gar_bandit_agr_camper4]
path_walk = camper_walk4
path_look = camper_look4
danger = danger_condition@camp_bandits


[logic@gar_bandit_agr_camper5]
active = walker@gar_bandit_agr_camper5

[walker@gar_bandit_agr_camper5]
path_walk = camper_walk5
path_look = camper_look5
danger = danger_condition@camp_bandits

[danger_condition@camp_bandits]
; nv080606 typo correction per Don Reba
ignore_distance_sound = 20



[logic@gar_bandit_agr_wait1]
active = walker@gar_bandit_agr_wait1
on_hit = hit@bandits
on_death = death@bandits
combat_ignore = combat_ignore@bandit

[walker@gar_bandit_agr_wait1]
path_walk = path_wait1
path_look = look_wait1
combat_ignore_cond = {-gar_open_fire}


[logic@gar_bandit_agr_wait2]
active = walker@gar_bandit_agr_wait2
on_hit = hit@bandits
on_death = death@bandits
combat_ignore = combat_ignore@bandit

[walker@gar_bandit_agr_wait2]
path_walk = path_wait2
path_look = look_wait2
combat_ignore_cond = {-gar_open_fire}


[logic@gar_bandit_agr_wait3]
active = walker@gar_bandit_agr_wait3
on_hit = hit@bandits
on_death = death@bandits
combat_ignore = combat_ignore@bandit

[walker@gar_bandit_agr_wait3]
path_walk = path_wait3
path_look = look_wait3
combat_ignore_cond = {-gar_open_fire}


[logic@gar_bandit_agr_wait4]
active = walker@gar_bandit_agr_wait4
on_hit = hit@bandits
on_death = death@bandits
combat_ignore = combat_ignore@bandit

[walker@gar_bandit_agr_wait4]
path_walk = path_wait4
path_look = look_wait4
combat_ignore_cond = {-gar_open_fire}


[logic@gar_bandit_agr_wait5]
active = walker@gar_bandit_agr_wait5
on_hit = hit@bandits
on_death = death@bandits
combat_ignore = combat_ignore@bandit

[walker@gar_bandit_agr_wait5]
path_walk = path_wait5
path_look = look_wait5
combat_ignore_cond = {-gar_open_fire}


[logic@gar_bandit_agr_wait6]
active = walker@gar_bandit_agr_wait6
on_hit = hit@bandits
on_death = death@bandit_leader
combat_ignore = combat_ignore@bandit

[walker@gar_bandit_agr_wait6]
path_walk = path_wait6
path_look = look_wait6
combat_ignore_cond = {-gar_open_fire}


[logic@gar_bandit_agr_wait7]
active = walker@gar_bandit_agr_wait7
on_hit = hit@bandits
on_death = death@bandits
combat_ignore = combat_ignore@bandit

[walker@gar_bandit_agr_wait7]
path_walk = path_wait7
path_look = look_wait7
combat_ignore_cond = {-gar_open_fire}


[logic@gar_bandit_agr_wait8]
active = walker@gar_bandit_agr_wait8
on_hit = hit@bandits
on_death = death@bandits
combat_ignore = combat_ignore@bandit

[walker@gar_bandit_agr_wait8]
path_walk = path_wait8
path_look = look_wait8
combat_ignore_cond = {-gar_open_fire}




[logic@gar_bandit_agr_kamp1]
active = kamp@gar_bandit_agr_kamp1

[kamp@gar_bandit_agr_kamp1]
center_point = kamp_point
path_walk = kamp_point_task
soundgroup = gar_bandit_agr


[logic@gar_bandit_agr_kamp2]
active = kamp@gar_bandit_agr_kamp2

[kamp@gar_bandit_agr_kamp2]
center_point = kamp_point
path_walk = kamp_point_task
soundgroup = gar_bandit_agr


[logic@gar_bandit_agr_kamp3]
active = kamp@gar_bandit_agr_kamp3

[kamp@gar_bandit_agr_kamp3]
center_point = kamp_point
path_walk = kamp_point_task
soundgroup = gar_bandit_agr


[logic@gar_bandit_agr_kamp4]
active = kamp@gar_bandit_agr_kamp4

[kamp@gar_bandit_agr_kamp4]
center_point = kamp_point
path_walk = kamp_point_task
soundgroup = gar_bandit_agr


[logic@gar_bandit_agr_kamp5]
active = kamp@gar_bandit_agr_kamp5

[kamp@gar_bandit_agr_kamp5]
center_point = kamp_point
path_walk = kamp_point_task
soundgroup = gar_bandit_agr


[logic@gar_bandit_agr_kamp6]
active = kamp@gar_bandit_agr_kamp6
on_death = death@bandit_leader

[kamp@gar_bandit_agr_kamp6]
center_point = kamp_point1
path_walk = kamp_point1_task
soundgroup = gar_bandit_agr


[logic@gar_bandit_agr_kamp7]
active = kamp@gar_bandit_agr_kamp7

[kamp@gar_bandit_agr_kamp7]
center_point = kamp_point1
path_walk = kamp_point1_task
soundgroup = gar_bandit_agr


[logic@gar_bandit_agr_kamp8]
active = kamp@gar_bandit_agr_kamp8

[kamp@gar_bandit_agr_kamp8]
center_point = kamp_point
path_walk = kamp_point_task
soundgroup = gar_bandit_agr



[logic@gar_bandit_agr_leader_raid]
active = patrol@gar_bandit_agr_leader_raid
on_hit = hit@bandits
on_death = death@bandit_leader
combat_ignore = combat_ignore@bandit

[patrol@gar_bandit_agr_leader_raid]
path_walk = raid_walk2
path_look = raid_look2
combat_ignore_cond = {-gar_counter_fire}
on_signal = start2 | %+gar_open_fire +gar_counter_fire%
formation = around
commander = true


[combat_ignore@bandit]

[hit@bandits]
on_info = %+gar_counter_fire +gar_open_fire%

[death@bandits]
on_info = %+gar_counter_fire +gar_bandit_leader_dead +gar_open_fire +gar_hellcar_help%

[death@bandit_leader]
on_info = %+gar_counter_fire +gar_bandit_leader_dead +gar_open_fire +sar2_death_23%

[logic@gar_bandit_agr_follower1]
active = patrol@gar_bandit_agr_follower1
on_hit = hit@bandits
on_death = death@bandits
combat_ignore = combat_ignore@bandit


[patrol@gar_bandit_agr_follower1]
path_walk = raid_walk2
path_look = raid_look2
combat_ignore_cond = {-gar_counter_fire}
on_signal = start2 | %+gar_open_fire +gar_counter_fire%
formation = around



[logic@gar_bandit_agr_leader_raid2]
active = patrol@gar_bandit_agr_leader_raid2
on_hit = hit@bandits
on_death = death@bandits
combat_ignore = combat_ignore@bandit

[patrol@gar_bandit_agr_leader_raid2]
path_walk = raid_walk
path_look = raid_look
combat_ignore_cond = {-gar_counter_fire}
on_signal = start | %+gar_counter_fire%
formation = around
commander = true


[logic@gar_bandit_agr_follower2]
active = patrol@gar_bandit_agr_follower2
on_hit = hit@bandits
on_death = death@bandits
combat_ignore = combat_ignore@bandit


[patrol@gar_bandit_agr_follower2]
path_walk = raid_walk
path_look = raid_look
combat_ignore_cond = {-gar_counter_fire}
on_signal = start2 | %+gar_open_fire +gar_counter_fire%
formation = around


[logic@gar_bandit_agr_restrictor_raid]
active = walker@gar_bandit_agr_restrictor_raid
on_death = death@bandit_leader

[walker@gar_bandit_agr_restrictor_raid]
path_walk = search
def_state_moving = patrol

;-------------------------------------------------------------------------------------------------
;-- GARBAGE STALKERS (Hellcar group)
;-------------------------------------------------------------------------------------------------
[wounded@ignore_hellcar]
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

[logic@gar_hellcar_group_hellcar]
active = walker1@hellcar_way
on_death = death@hellcar

[walker1@hellcar_way]
path_walk = hellcar_walk
path_look = hellcar_look
on_info = {+gar_animation_radio} remark@hellcar_radio
meet = meet@hellcar
danger = danger_condition@hellcar_group
wounded = wounded@ignore_hellcar

[remark@hellcar_radio]
anim = wait_rac
target = nil
on_timer = 14000| walker3@hellcar_way
meet = no_meet
abuse = false
wounded = wounded@ignore_hellcar

[walker3@hellcar_way]
path_walk = hellcar_walk
path_look = hellcar_look
on_info = {+gar_direction -gar_alarm} remark@hellcar_way
danger = danger_condition@hellcar_group
meet = meet@hellcar
wounded = wounded@ignore_hellcar

[remark@hellcar_way]
snd = gar_hellcar_ambush
on_signal = sound_end| %+gar_alarm%
danger = danger_condition@hellcar_group
anim = guard
target = actor
meet = no_meet
wounded = wounded@ignore_hellcar


[meet@hellcar]
meet_state = 30|hello@talk_hello| 10|ward@wait
meet_state_wpn = 30|hello@talk_hello| 10|ward@wait
victim = 30|actor
victim_wpn = 30|actor
use = true
use_wpn = true

[meet@after_battle]
meet_state = 15|hello@talk_hello| 5|ward@wait
meet_state_wpn = 15|hello@talk_hello| 5|ward@wait
victim = 15|actor
victim_wpn = 15|actor
use = true
use_wpn = true

[death@hellcar]
on_info = %+gar_hellcar_death +gar_open_fire +sar2_death_14%

[danger_condition@hellcar_group]
ignore_distance = 15


[logic@gar_hellcar_group_walker1]
active = walker1@gar_hellcar_group_walker1

[walker1@gar_hellcar_group_walker1]
path_walk = observer_walk
path_look = observer_look
on_info = {+gar_bandits_raid} walker@gar_hellcar_group_return_observer
danger = danger_condition@hellcar_group

[walker@gar_hellcar_group_return_observer]
path_walk = return_observer_walk
path_look = return_observer_look
on_signal = alarm| remark@gar_hellcar_group_return_observer %+gar_direction%
on_signal2 = gar_hellcar_alarm| {-gar_hellcar_alarm} %+gar_hellcar_alarm =play_snd_now(gar_hellcar_alarm)%
danger = danger_condition@hellcar_group
meet = meet@1

[remark@gar_hellcar_group_return_observer]
anim = guard
target = 107
danger = danger_condition@hellcar_group

[meet@1]
Meet_state 		= 3| wait@wait
Meet_state_wpn 	= 3| wait@wait
Victim 		= 3| actor
Victim_wpn 		= 3| actor
Use			= false
Use_wpn		= false



[logic@gar_hellcar_group_walker2]
active = walker@gar_hellcar_group_walker2

[walker@gar_hellcar_group_walker2]
path_walk = walk2
path_look = look2
meet = meet@1
danger = danger_condition@hellcar_group


[logic@gar_hellcar_group_walker3]
active = walker@gar_hellcar_group_walker3
on_death = death@dram_novice

[walker@gar_hellcar_group_walker3]
path_walk = walk3
path_look = look3
meet = meet@1
danger = danger_condition@hellcar_group


[logic@gar_hellcar_group_rest1]
active = kamp@gar_hellcar_group_rest1

[kamp@gar_hellcar_group_rest1]
center_point = kamp_point
path_walk = kamp_point_task
meet = meet@neutral
danger = danger_condition@hellcar_group
soundgroup = gar_hellcar


[logic@gar_hellcar_group_rest2]
active = kamp@gar_hellcar_group_rest2

[kamp@gar_hellcar_group_rest2]
center_point = kamp_point
path_walk = kamp_point_task
meet = meet@neutral
danger = danger_condition@hellcar_group
soundgroup = gar_hellcar


[logic@gar_hellcar_group_rest3]
active = kamp@gar_hellcar_group_rest3
on_death = death@dram_novice

[kamp@gar_hellcar_group_rest3]
center_point = kamp_point
path_walk = kamp_point_task
meet = meet@neutral
danger = danger_condition@hellcar_group
soundgroup = gar_hellcar


[logic@gar_hellcar_group_rest4]
active = remark@hellcar_way_final
on_death = death@hellcar

[remark@hellcar_way_final]
on_info = walker2@hellcar_way %=gar_hellcar_victory%
path_walk = hellcar_walk
target = actor
anim = wait
danger = danger_condition@hellcar_group
meet = no_meet

[walker2@hellcar_way]
path_walk = hellcar_walk
path_look = hellcar_look2
meet = meet@friend
on_use = use
danger = danger_condition@hellcar_group
on_info = {+gar_hellcar_thanks} kamp@gar_hellcar_group_rest3
def_state_moving1 = walk
def_state_moving2 = walk
def_state_moving3 = walk



[meet@hellcar_group_in_battle]
Meet_state 		= 1| wait@wait
Meet_state_wpn 	= 1| wait@wait
Victim 		= 2| actor
Victim_wpn 		= 2| actor
Use			= false
Use_wpn		= false



[logic@gar_hellcar_group_camper1]
active = walker@gar_hellcar_group_camper1
on_hit = hit@hellcar_group
on_death = death@hellcar_group
combat_ignore = combat_ignore@hellcar

[walker@gar_hellcar_group_camper1]
path_walk = camper1_walk
path_look = camper1_look
combat_ignore_cond = {-gar_open_fire}
danger = danger_condition@hellcar_group


[combat_ignore@hellcar]

[hit@hellcar_group]
on_info = %+gar_open_fire%

[death@hellcar_group]
on_info = %+gar_open_fire%

[death@hellcar_group_dram]
on_info = %+gar_open_fire +sar2_death_4%


[logic@gar_hellcar_group_camper2]
active = walker@gar_hellcar_group_camper2
on_hit = hit@hellcar_group
on_death = death@hellcar_group
combat_ignore = combat_ignore@hellcar

[walker@gar_hellcar_group_camper2]
path_walk = camper2_walk
path_look = camper2_look
;radius = 25
combat_ignore_cond = {-gar_open_fire}
danger = danger_condition@hellcar_group


[logic@gar_hellcar_group_camper3]
active = walker@gar_hellcar_group_camper3
on_hit = hit@hellcar_group
on_death = death@hellcar_group_dram
combat_ignore = combat_ignore@hellcar

[walker@gar_hellcar_group_camper3]
path_walk = camper3_walk
path_look = camper3_look
;radius = 25
combat_ignore_cond = {-gar_open_fire}
def_state_moving = patrol
danger = danger_condition@hellcar_group


[logic@gar_hellcar_group_camper4]
active = camper@gar_hellcar_group_camper4
on_hit = hit@hellcar_group
on_death = death@hellcar
combat_ignore = combat_ignore@hellcar

[camper@gar_hellcar_group_camper4]
path_walk = camper4_walk
path_look = camper4_look
radius = 25
combat_ignore_cond = {-gar_open_fire}
on_signal = direction | walker@gar_hellcar_group_camper42 %=gar_direction_fire%
danger = danger_condition@hellcar_group
meet = no_meet
abuse = false
wounded = wounded@ignore_hellcar

[walker@gar_hellcar_group_camper42]
path_walk = camper4_walk
path_look = camper4_look
combat_ignore_cond = {-gar_open_fire}
danger = danger_condition@hellcar_group
meet = no_meet
abuse = false
wounded = wounded@ignore_hellcar

;-------------------------------------------------------------------------------------
;-- GARBAGE DOLG
;-------------------------------------------------------------------------------------

[logic@gar_dolg_blokpost_camper1]
active = walker@gar_dolg_blokpost_camper1

[walker@gar_dolg_blokpost_camper1]
path_walk = camper_walk1
path_look = camper_look1
meet = meet@neutral


[logic@gar_dolg_blokpost_camper2]
active = walker@gar_dolg_blokpost_camper2

[walker@gar_dolg_blokpost_camper2]
path_walk = camper_walk2
path_look = camper_look2
meet = meet@neutral


[logic@gar_dolg_blokpost_camper3]
active = walker@gar_dolg_blokpost_camper3

[walker@gar_dolg_blokpost_camper3]
path_walk = camper_walk3
path_look = camper_look3
meet = meet@neutral


[logic@gar_dolg_blokpost_zoneguard1]
active = walker@gar_dolg_blokpost_zoneguard1
meet = meet@zoneguard1
on_death = death@prapor

[walker@gar_dolg_blokpost_zoneguard1]
path_walk = zoneguard_walk1
path_look = zoneguard_look1
meet = meet@zoneguard1
soundgroup = gar_dolg_zoneguard
on_info = {+gar_test_info2} walker@gar_dolg_blokpost_zoneguard_no_meet
danger = danger_condition@gar_angar_seryi

[walker@gar_dolg_blokpost_zoneguard_no_meet]
path_walk = zoneguard_walk1
path_look = zoneguard_look1
meet = no_meet
soundgroup = gar_dolg_zoneguard
on_info = {-gar_test_info2} walker@gar_dolg_blokpost_zoneguard1
danger = danger_condition@gar_angar_seryi

[meet@zoneguard1]
meet_state = 7|{-gar_free_pass} threat@gar_dolg_blokpost, guard@talk_hello
meet_state_wpn = 7|{-gar_free_pass} threat@gar_dolg_blokpost, guard@talk_hello
victim = 7|actor
victim_wpn = 7|actor
use	= true
use_wpn = true
zone = gar_dolg_blokpost_zone_warn|{-gar_free_pass}backoff@{-gar_free_pass}gar_dolg_blokpost|gar_dolg_blokpost_zone_guard|{-gar_free_pass}true@{-gar_free_pass}gar_dolg_blokpost
meet_dialog = gar_dolg_blokpost


[death@prapor]
on_info = %+sar2_death_18%

[logic@gar_dolg_blokpost_zoneguard2]
active = walker@gar_dolg_blokpost_zoneguard2

[walker@gar_dolg_blokpost_zoneguard2]
path_walk = zoneguard_walk2
path_look = zoneguard_look2
meet = meet@zoneguard2
soundgroup = gar_dolg_zoneguard
danger = danger_condition@gar_angar_seryi

[logic@gar_dolg_blokpost_zoneguard3]
active = walker@gar_dolg_blokpost_zoneguard3

[walker@gar_dolg_blokpost_zoneguard3]
path_walk = zoneguard_walk3
path_look = zoneguard_look3
meet = meet@zoneguard2
soundgroup = gar_dolg_zoneguard
danger = danger_condition@gar_angar_seryi

[meet@zoneguard2]
meet_state = 7|{-gar_free_pass} threat@gar_dolg_blokpost, guard@talk_hello
meet_state_wpn = 7|{-gar_free_pass} threat@gar_dolg_blokpost, guard@talk_hello
victim = 7|actor
victim_wpn = 7|actor
use	= true
use_wpn = true
zone = gar_dolg_blokpost_zone_warn|{-gar_free_pass}threat@{-gar_free_pass}gar_dolg_blokpost|gar_dolg_blokpost_zone_guard|{-gar_free_pass}true@{-gar_free_pass}gar_dolg_blokpost
meet_dialog = gar_dolg_blokpost



[logic@gar_dolg_blokpost_kamp1]
active = kamp@gar_dolg_blokpost_kamp1

[kamp@gar_dolg_blokpost_kamp1]
center_point = kamp_point
meet = meet@neutral
soundgroup = gar_dolg_blokpost
path_walk = kamp_point_task


[logic@gar_dolg_blokpost_kamp2]
active = kamp@gar_dolg_blokpost_kamp2

[kamp@gar_dolg_blokpost_kamp2]
center_point = kamp_point
path_walk = kamp_point_task
meet = meet@neutral
soundgroup = gar_dolg_blokpost


[logic@gar_dolg_blokpost_kamp3]
active = kamp@gar_dolg_blokpost_kamp3

[kamp@gar_dolg_blokpost_kamp3]
center_point = kamp_point
path_walk = kamp_point_task
meet = meet@neutral
soundgroup = gar_dolg_blokpost


[logic@gar_dolg_blokpost_kamp4]
active = kamp@gar_dolg_blokpost_kamp4

[kamp@gar_dolg_blokpost_kamp4]
center_point = kamp_point
path_walk = kamp_point_task
meet = meet@neutral
soundgroup = gar_dolg_blokpost


[logic@gar_dolg_blokpost_kamp5]
active = kamp@gar_dolg_blokpost_kamp5

[kamp@gar_dolg_blokpost_kamp5]
center_point = kamp_point
path_walk = kamp_point_task
meet = meet@neutral
soundgroup = gar_dolg_blokpost


[logic@gar_dolg_blokpost_alarm1]
active = walker@alarm_dolg_blokpost1

[walker@alarm_dolg_blokpost1]
path_walk = alarm_walk1
path_look = alarm_look1


[logic@gar_dolg_blokpost_alarm2]
active = walker@alarm_dolg_blokpost2

[walker@alarm_dolg_blokpost2]
path_walk = alarm_walk2
path_look = alarm_look2


[logic@gar_dolg_blokpost_alarm3]
active = walker@alarm_dolg_blokpost3

[walker@alarm_dolg_blokpost3]
path_walk = alarm_walk3
path_look = alarm_look3


[logic@gar_dolg_blokpost_alarm4]
active = walker@alarm_dolg_blokpost4

[walker@alarm_dolg_blokpost4]
path_walk = alarm_walk7
path_look = alarm_look7


[logic@gar_dolg_blokpost_alarm5]
active = walker@alarm_dolg_blokpost5

[walker@alarm_dolg_blokpost5]
path_walk = alarm_walk8
path_look = alarm_look8



[logic@gar_dolg_blokpost_patrol]
active = walker@gar_dolg_blokpost_patrol

[walker@gar_dolg_blokpost_patrol]
path_walk = patrol


[logic@gar_dolg_blokpost_raid1]
active = patrol@gar_dolg_blokpost_raid1

[patrol@gar_dolg_blokpost_raid1]
path_walk = raid_walk
formation = back


[meet@gar_dolg]
meet_state = 5|guard@wait
meet_state_wpn = 10| {-gar_test_info2} backoff, guard@ {-gar_test_info2} threat_weap, wait
victim = 10|actor
victim_wpn = 10|actor
use = true
use_wpn = true

;*****************************************************************
;Bandits on factory
;*****************************************************************

[logic@gar_seryi_bandits_camper10]
active = walker@gar_seryi_bandits_camper10
combat_ignore = combat_ignore
on_hit = hit@bandits_seryi
on_death = death@bandits_seryi

[walker@gar_seryi_bandits_camper10]
path_walk = camper10_walk
path_look = camper10_look
combat_ignore_cond = {-gar_seryi_open_fire}


[logic@gar_seryi_bandits_camper20]
active = walker@gar_seryi_bandits_camper20
combat_ignore = combat_ignore
on_hit = hit@bandits_seryi
on_death = death@bandits_seryi

[walker@gar_seryi_bandits_camper20]
path_walk = camper20_walk
path_look = camper20_look
combat_ignore_cond = {-gar_seryi_open_fire}


[logic@gar_seryi_bandits_camper30]
active = walker@gar_seryi_bandits_camper30
combat_ignore = combat_ignore
on_hit = hit@bandits_seryi
on_death = death@bandits_seryi

[walker@gar_seryi_bandits_camper30]
path_walk = camper30_walk
path_look = camper30_look
combat_ignore_cond = {-gar_seryi_open_fire}


[logic@gar_seryi_bandits_camper40]
active = walker@gar_seryi_bandits_camper40
combat_ignore = combat_ignore
on_hit = hit@bandits_seryi
on_death = death@bandits_seryi

[walker@gar_seryi_bandits_camper40]
path_walk = camper40_walk
path_look = camper40_look
combat_ignore_cond = {-gar_seryi_open_fire}


[logic@gar_seryi_bandits_camper50]
active = walker@gar_seryi_bandits_camper50
combat_ignore = combat_ignore
on_hit = hit@bandits_seryi
on_death = death@bandits_seryi

[walker@gar_seryi_bandits_camper50]
path_walk = camper50_walk
path_look = camper50_look
combat_ignore_cond = {-gar_seryi_open_fire}


[logic@gar_seryi_bandits_camper60]
active = walker@gar_seryi_bandits_camper60
combat_ignore = combat_ignore
on_hit = hit@bandits_seryi
on_death = death@bandits_seryi

[walker@gar_seryi_bandits_camper60]
path_walk = camper60_walk
path_look = camper60_look
combat_ignore_cond = {-gar_seryi_open_fire}


[hit@bandits_seryi]
on_info = %+gar_seryi_open_fire%

[death@bandits_seryi]
on_info = %+gar_seryi_open_fire%


[logic@gar_seryi_bandits_camper11]
active = walker@gar_seryi_bandits_camper11
combat_ignore = combat_ignore
on_hit = hit@bandits_seryi
on_death = death@bandits_seryi

[walker@gar_seryi_bandits_camper11]
path_walk = camper11_walk
path_look = camper11_look
combat_ignore_cond = {-gar_seryi_open_fire}
on_info = {+gar_begin_assault -gar_seryi_ceitnot} %+gar_seryi_ceitnot +gar_seryi_open_fire%

;remark@gar_seryi_bandits_1

;[remark@gar_seryi_bandits_1]
;snd = gar_bandits_seryi
;on_signal = sound_end| remark@gar_seryi_bandits_2 %+gar_seryi_ceitnot +gar_seryi_open_fire%
;combat_ignore_cond = {-gar_seryi_open_fire}
;anim = hide

[remark@gar_seryi_bandits_2]
anim = hide



[logic@gar_seryi_bandits_camper21]
active = walker@gar_seryi_bandits_camper21
combat_ignore = combat_ignore
on_hit = hit@bandits_seryi
on_death = death@bandits_seryi

[walker@gar_seryi_bandits_camper21]
path_walk = camper21_walk
path_look = camper21_look
combat_ignore_cond = {-gar_seryi_open_fire}


[logic@gar_seryi_bandits_camper31]
active = walker@gar_seryi_bandits_camper31
combat_ignore = combat_ignore
on_hit = hit@bandits_seryi
on_death = death@bandits_seryi

[walker@gar_seryi_bandits_camper31]
path_walk = camper31_walk
path_look = camper31_look
combat_ignore_cond = {-gar_seryi_open_fire}


[logic@gar_seryi_bandits_camper41]
active = walker@gar_seryi_bandits_camper41
combat_ignore = combat_ignore
on_hit = hit@bandits_seryi
on_death = death@bandits_seryi

[walker@gar_seryi_bandits_camper41]
path_walk = camper41_walk
path_look = camper41_look
combat_ignore_cond = {-gar_seryi_open_fire}


[logic@gar_seryi_bandits_camper51]
active = walker@gar_seryi_bandits_camper51
combat_ignore = combat_ignore
on_hit = hit@bandits_seryi
on_death = death@bandits_seryi

[walker@gar_seryi_bandits_camper51]
path_walk = camper51_walk
path_look = camper51_look
combat_ignore_cond = {-gar_seryi_open_fire}


[logic@gar_seryi_bandits_camper61]
active = walker@gar_seryi_bandits_camper61
combat_ignore = combat_ignore
on_hit = hit@bandits_seryi
on_death = death@bandits_seryi

[walker@gar_seryi_bandits_camper61]
path_walk = camper61_walk
path_look = camper61_look
combat_ignore_cond = {-gar_seryi_open_fire}


[logic@gar_seryi_bandits_walker1]
active = remark@gar_seryi_bandits_walker1

[remark@gar_seryi_bandits_walker1]
snd = gar_bandits_seryi
sound_end = walker@gar_seryi_bandits_walker1
path_walk = search

[walker@gar_seryi_bandits_walker1]
path_walk = search


[logic@gar_seryi_bandits_walker2]
active = walker@gar_seryi_bandits_walker2

[walker@gar_seryi_bandits_walker2]
path_walk = search


[logic@gar_seryi_bandits_kamp1]
active = kamp@gar_seryi_bandits_kamp1

[kamp@gar_seryi_bandits_kamp1]
center_point = kamp_point
path_walk = kamp_point_task
soundgroup = gar_seryi_ban


[logic@gar_seryi_bandits_kamp2]
active = kamp@gar_seryi_bandits_kamp2

[kamp@gar_seryi_bandits_kamp2]
center_point = kamp_point
path_walk = kamp_point_task
soundgroup = gar_seryi_ban


[logic@gar_seryi_bandits_kamp3]
active = kamp@gar_seryi_bandits_kamp3

[kamp@gar_seryi_bandits_kamp3]
center_point = kamp_point
path_walk = kamp_point_task
soundgroup = gar_seryi_ban


[logic@gar_seryi_bandits_kamp4]
active = kamp@gar_seryi_bandits_kamp4

[kamp@gar_seryi_bandits_kamp4]
center_point = kamp_point
path_walk = kamp_point_task
soundgroup = gar_seryi_ban


[logic@gar_seryi_bandits_kamp5]
active = kamp@gar_seryi_bandits_kamp5

[kamp@gar_seryi_bandits_kamp5]
center_point = kamp_point
path_walk = kamp_point_task
soundgroup = gar_seryi_ban


[logic@gar_seryi_bandits_kamp6]
active = kamp@gar_seryi_bandits_kamp6

[kamp@gar_seryi_bandits_kamp6]
center_point = kamp_point
path_walk = kamp_point_task
soundgroup = gar_seryi_ban


;*****************************************************************
;Bandit Post
;*****************************************************************

[logic@gar_bandit_post_sniper]
active = camper@gar_bandit_post_sniper

[camper@gar_bandit_post_sniper]
path_walk = walk1
path_look = look1
radius = 10
sniper = true


[logic@gar_bandit_post_walker2]
active = walker@gar_bandit_post_2

[walker@gar_bandit_post_2]
path_walk = walk2
path_look = look2


[logic@gar_bandit_post_walker3]
active = walker@gar_bandit_post_3

[walker@gar_bandit_post_3]
path_walk = walk3
path_look = look3


[logic@gar_bandit_post_walker4]
active = walker@gar_bandit_post_4

[walker@gar_bandit_post_4]
path_walk = walk4
path_look = look4


[logic@gar_bandit_post_walker5]
active = walker@gar_bandit_post_5

[walker@gar_bandit_post_5]
path_walk = walk5
path_look = look5


[logic@gar_bandit_post_walker6]
active = walker@gar_bandit_post_6

[walker@gar_bandit_post_6]
path_walk = walk6
path_look = look6


[logic@gar_bandit_post_walker7]
active = walker@gar_bandit_post_7

[walker@gar_bandit_post_7]
path_walk = walk7
path_look = look7


;**********************
; Bandit stroyka
;**********************

[logic@gar_bandit_stroyka_1]
active = walker@gar_bandit_stroyka_1

[walker@gar_bandit_stroyka_1]
path_walk = 1_walk
path_look = 1_look
danger = danger_condition@stroyka


[logic@gar_bandit_stroyka_2]
active = walker@gar_bandit_stroyka_2

[walker@gar_bandit_stroyka_2]
path_walk = 2_walk
path_look = 2_look
danger = danger_condition@stroyka


[logic@gar_bandit_stroyka_3]
active = walker@gar_bandit_stroyka_3
wounded = wounded@bandit_wounded

[walker@gar_bandit_stroyka_3]
path_walk = 3_walk
path_look = 3_look
danger = danger_condition@stroyka

[wounded@bandit_wounded]
hp_state = 30|help_me@help|10|wounded_heavy@help_heavy
hp_state_see = 30|wounded@help_see|10|wounded_heavy@help_heavy
psy_state = 50|{=best_pistol}psy_armed,psy_pain@wounded_psy|20| {=best_pistol}psy_shoot,psy_pain@{=best_pistol}wounded_psy_shoot,wounded_psy
hp_victim = 30|nil|10|nil
hp_cover = 30|true|10|false
hp_fight = 30|true|10|false
syndata = wounded@help
help_start_dialog = gar_wounded_bandit


[logic@gar_bandit_stroyka_4]
active = walker@gar_bandit_stroyka_4

[walker@gar_bandit_stroyka_4]
path_walk = 4_walk
path_look = 4_look
danger = danger_condition@stroyka

[logic@gar_bandit_stroyka_5]
active = walker@gar_bandit_stroyka_5

[walker@gar_bandit_stroyka_5]
path_walk = 5_walk
path_look = 5_look
danger = danger_condition@stroyka

[danger_condition@stroyka]
ignore_distance_sound = 10


;*************************************
; Драм момент, блядь!
;*************************************

[logic@gar_dram_bandit_1]
active = walker1@gar_dram_bandit_1
on_death = death@gar_dram_bandit_1
on_combat = combat@gar_dram_bandit_1
on_hit = hit@gar_dram_bandit_1

[death@gar_dram_bandit_1]
on_info = %+gar_dm_bandit1_dead =gar_dm_bandits_fight%

[combat@gar_dram_bandit_1]
on_info = %=disable_combat_handler =gar_dm_bandits_fight%

[hit@gar_dram_bandit_1]
on_info = %=gar_dm_bandits_fight%

[walker1@gar_dram_bandit_1]
path_walk = bandit1_walk
path_look = bandit1_look
on_info = {+gar_dm_novice_asked_for_help -gar_dm_bandit_warned_plr} remark1@gar_dram_bandit_1 %+gar_dm_bandit_warned_plr%
on_info2 = {+gar_dm_novice_dead} %+gar_dm_bandits_change_st%, {+gar_dm_bandit2_warn_plr -gar_dm_bandit2_warned_plr =gar_dm_2nd_nearest_bandit} remark2@gar_dram_bandit_1 %+gar_dm_bandit2_warned_plr%
on_info3 = {+gar_dm_bandit1_demand} remark@demand_gar_dram_bandit_1 %-gar_dm_bandit1_demand%
;reactions = ignore
danger = danger_condition@gar_dram_bandit_1

[remark@demand_gar_dram_bandit_1]
snd = gar_dm_bandit_demand
anim = claim
target = 104
on_signal = sound_end | walker1@gar_dram_bandit_1 %+gar_dm_newbie_no_money%
on_info = {+gar_dm_novice_asked_for_help -gar_dm_bandit_warned_plr} remark1@gar_dram_bandit_1 %+gar_dm_bandit_warned_plr%
on_info2 = {+gar_dm_novice_dead} %+gar_dm_bandits_change_st%, {+gar_dm_bandit2_warn_plr -gar_dm_bandit2_warned_plr =gar_dm_2nd_nearest_bandit} remark2@gar_dram_bandit_1 %+gar_dm_bandit2_warned_plr%
;reactions = ignore
danger = danger_condition@gar_dram_bandit_1

[remark1@gar_dram_bandit_1]
;no_move = true
target = actor
snd = gar_dm_bandit_backoff1
anim = backoff
on_signal = sound_end | %+gar_dm_bandit2_warn_plr%
on_info = {+gar_dm_novice_dead} %+gar_dm_bandits_change_st%
;reactions = ignore
danger = danger_condition@gar_dram_bandit_1

[remark2@gar_dram_bandit_1]
target = actor
snd = gar_dm_bandit_backoff2
anim = backoff2
on_info = {+gar_dm_novice_dead} %+gar_dm_bandits_change_st%
;reactions = ignore
danger = danger_condition@gar_dram_bandit_1

[danger_condition@gar_dram_bandit_1]
ignore_distance = 25
;ignore_ distance_sound = 1



[logic@gar_dram_bandit_2]
active = walker1@gar_dram_bandit_2
on_death = death@gar_dram_bandit_2
on_combat = combat@gar_dram_bandit_2
on_hit = hit@gar_dram_bandit_2

[death@gar_dram_bandit_2]
on_info = %+gar_dm_bandit2_dead =gar_dm_bandits_fight%

[combat@gar_dram_bandit_2]
on_info = %=disable_combat_handler =gar_dm_bandits_fight%

[hit@gar_dram_bandit_2]
on_info = %=gar_dm_bandits_fight%

[walker1@gar_dram_bandit_2]
path_walk = bandit2_walk
path_look = bandit2_look
on_info = {+gar_dm_novice_asked_for_help -gar_dm_bandit_warned_plr} remark1@gar_dram_bandit_2 %+gar_dm_bandit_warned_plr%
on_info2 = {+gar_dm_novice_dead} %+gar_dm_bandits_change_st%, {+gar_dm_bandit2_warn_plr -gar_dm_bandit2_warned_plr =gar_dm_2nd_nearest_bandit} remark2@gar_dram_bandit_2 %+gar_dm_bandit2_warned_plr%
on_info3 = {+gar_dm_bandit2_demand} remark@demand_gar_dram_bandit_2 %-gar_dm_bandit2_demand%
;reactions = ignore
danger = danger_condition@gar_dram_bandit_1

[remark@demand_gar_dram_bandit_2]
target = 104
snd = gar_dm_bandit_demand
anim = claim
on_signal = sound_end | walker1@gar_dram_bandit_2 %+gar_dm_newbie_no_money%
on_info = {+gar_dm_novice_asked_for_help -gar_dm_bandit_warned_plr} remark1@gar_dram_bandit_2 %+gar_dm_bandit_warned_plr%
on_info2 = {+gar_dm_novice_dead} %+gar_dm_bandits_change_st%, {+gar_dm_bandit2_warn_plr -gar_dm_bandit2_warned_plr =gar_dm_2nd_nearest_bandit} remark2@gar_dram_bandit_2 %+gar_dm_bandit2_warned_plr%
;reactions = ignore
danger = danger_condition@gar_dram_bandit_1

[remark1@gar_dram_bandit_2]
snd = gar_dm_bandit_backoff1
anim = backoff
target = actor
on_signal = sound_end | %+gar_dm_bandit2_warn_plr%
on_info = {+gar_dm_novice_dead} %+gar_dm_bandits_change_st%
;reactions = ignore
danger = danger_condition@gar_dram_bandit_1

[remark2@gar_dram_bandit_2]
target = actor
snd = gar_dm_bandit_backoff2
anim = backoff2
on_info = {+gar_dm_novice_dead} %+gar_dm_bandits_change_st%
;reactions = ignore
danger = danger_condition@gar_dram_bandit_1


[logic@gar_dram_bandit_3]
active = walker1@gar_dram_bandit_3
on_death = death@gar_dram_bandit_3
on_combat = combat@gar_dram_bandit_3
on_hit = hit@gar_dram_bandit_3

[death@gar_dram_bandit_3]
on_info = %+gar_dm_bandit3_dead =gar_dm_bandits_fight%

[combat@gar_dram_bandit_3]
on_info = %=disable_combat_handler =gar_dm_bandits_fight%

[hit@gar_dram_bandit_3]
on_info = %=gar_dm_bandits_fight%

[walker1@gar_dram_bandit_3]
path_walk = bandit3_walk
path_look = bandit3_look
on_info = {+gar_dm_novice_asked_for_help -gar_dm_bandit_warned_plr} remark1@gar_dram_bandit_3 %+gar_dm_bandit_warned_plr%
on_info2 = {+gar_dm_novice_dead} %+gar_dm_bandits_change_st%, {+gar_dm_bandit2_warn_plr -gar_dm_bandit2_warned_plr =gar_dm_2nd_nearest_bandit} remark2@gar_dram_bandit_3 %+gar_dm_bandit2_warned_plr%
on_info3 = {+gar_dm_bandit3_demand} remark@demand_gar_dram_bandit_3 %-gar_dm_bandit3_demand%
;reactions = ignore
danger = danger_condition@gar_dram_bandit_1

[remark@demand_gar_dram_bandit_3]
target = 104
snd = gar_dm_bandit_demand
anim = claim
on_signal = sound_end | walker1@gar_dram_bandit_3 %+gar_dm_newbie_no_money%
on_info = {+gar_dm_novice_asked_for_help -gar_dm_bandit_warned_plr} remark1@gar_dram_bandit_3 %+gar_dm_bandit_warned_plr%
on_info2 = {+gar_dm_novice_dead} %+gar_dm_bandits_change_st%, {+gar_dm_bandit2_warn_plr -gar_dm_bandit2_warned_plr =gar_dm_2nd_nearest_bandit} remark2@gar_dram_bandit_3 %+gar_dm_bandit2_warned_plr%
;reactions = ignore
danger = danger_condition@gar_dram_bandit_1

[remark1@gar_dram_bandit_3]
target = actor
snd = gar_dm_bandit_backoff1
anim = backoff
on_signal = sound_end| %+gar_dm_bandit2_warn_plr%
on_info = {+gar_dm_novice_dead} %+gar_dm_bandits_change_st%
;reactions = ignore
danger = danger_condition@gar_dram_bandit_1

[remark2@gar_dram_bandit_3]
target = actor
snd = gar_dm_bandit_backoff2
anim = backoff2
on_info = {+gar_dm_novice_dead} %+gar_dm_bandits_change_st%
;reactions = ignore
danger = danger_condition@gar_dram_bandit_1



[logic@gar_dram_novice]
active = walker10@gar_dram_novice 
on_death = death@gar_dram_novice
on_combat = combat@gar_dram_novice
on_hit = hit@gar_dram_novice
actor_dialogs = actor_dialogs@gar_dram_novice

[actor_dialogs@gar_dram_novice]
id = gar_dram_novice_level

[death@gar_dram_novice]
on_info = %+gar_dm_novice_dead =gar_dm_bandits_fight +sar2_death_4%

[death@dram_novice]
on_info = %+sar2_death_4%


[combat@gar_dram_novice]
on_info = remark@after_fight_gar_dram_novice %=disable_combat_handler =gar_dm_bandits_fight%

[hit@gar_dram_novice]
;on_info = {!hit_by_actor} remark@after_fight_gar_dram_novice %=gar_dm_bandits_fight%
on_info = remark@after_fight_gar_dram_novice %=gar_dm_bandits_fight%

[walker10@gar_dram_novice]
path_walk = novice_walk
path_look = novice_look
on_info = %=gar_dm_bandit_demand% walker1@gar_dram_novice
meet = no_meet

[walker1@gar_dram_novice]
path_walk = novice_walk
path_look = novice_look
on_actor_dist_le_nvis = 12 | remark1@gar_dram_novice
on_info = {+gar_dm_newbie_no_money} remark@no_money_gar_dram_novice %-gar_dm_newbie_no_money%
on_info2 = {+gar_dm_bandit1_dead +gar_dm_bandit2_dead +gar_dm_bandit3_dead} remark@after_fight_gar_dram_novice
on_info3 = {+gar_dm_end} %=gar_dm_bandits_fight%
reactions = ignore
danger = danger_condition@gar_dram_novice
meet = no_meet

[remark@no_money_gar_dram_novice]
target = 102
snd = gar_dm_newbie_no_money
anim = refuse
on_signal = action_end | walker1@gar_dram_novice %=gar_dm_bandit_demand%
on_info2 = {+gar_dm_bandit1_dead +gar_dm_bandit2_dead +gar_dm_bandit3_dead} remark@after_fight_gar_dram_novice
on_info3 = {+gar_dm_end} %=gar_dm_bandits_fight%
on_actor_dist_le_nvis = 12 | remark1@gar_dram_novice
reactions = ignore
danger = danger_condition@gar_dram_novice
meet = no_meet

[remark1@gar_dram_novice]
anim = hello
snd = gar_dm_newbie_help_me
target = actor
on_signal = sound_end | remark2@gar_dram_novice %+gar_dm_novice_asked_for_help%
on_info2 = {+gar_dm_bandit1_dead +gar_dm_bandit2_dead +gar_dm_bandit3_dead} remark@after_fight_gar_dram_novice
on_info3 = {+gar_dm_end} %=gar_dm_bandits_fight%
reactions = ignore
danger = danger_condition@gar_dram_novice
meet = no_meet

[remark2@gar_dram_novice]
target = actor
anim = wait
on_actor_dist_le_nvis = 15 | remark3@gar_dram_novice %=gar_dm_bandits_fight%
on_actor_dist_ge_nvis = 15 | %=gar_dm_bandits_fight%
on_info2 = {+gar_dm_bandit1_dead +gar_dm_bandit2_dead +gar_dm_bandit3_dead} remark@after_fight_gar_dram_novice
on_info3 = {+gar_dm_end} %=gar_dm_bandits_fight%
on_timer = 15000 | %=gar_dm_bandits_fight%
reactions = ignore
danger = danger_condition@gar_dram_novice
meet = no_meet

[remark3@gar_dram_novice]
target = actor
anim = wait
snd = help
arrival_timeout = 1500
on_signal = move_end | remark@after_fight_gar_dram_novice %=gar_dm_bandits_fight%
on_info2 = {+gar_dm_bandit1_dead +gar_dm_bandit2_dead +gar_dm_bandit3_dead} remark@after_fight_gar_dram_novice
reactions = ignore
danger = danger_condition@gar_dram_novice
meet = no_meet

[remark@after_fight_gar_dram_novice]
anim = guard
target = actor
snd = gar_dm_newbie_thank_you
on_timer = 30000 | walker2@gar_dram_novice %=actor_friend%
danger = danger_condition@gar_dram_novice
meet = meet@gar_dram_novice

[walker2@gar_dram_novice]
path_walk = gar_dm_novice_walk
meet = meet@gar_dram_novice
on_signal = new_gulag| %+gar_dm_novice_change_st%

[meet@gar_dram_novice]
meet_state = 3|guard@wait
meet_state_wpn = 3|guard@wait
victim = 3|actor
victim_wpn = 3|actor
use = true
use_wpn = true

[danger_condition@gar_dram_novice]
ignore_distance = 1

;*************************
; Seryi angar
;*************************
[wounded@ignore_Seryi]
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


[logic@gar_angar_seryi]
active = walker@gar_angar_seryi
combat_ignore = combat_ignore
on_hit = hit@gar_angar_seryi
on_death = death@gar_angar_seryi

[walker@gar_angar_seryi]
path_walk = seryi_walk
path_look = seryi_look
radius = 5
combat_ignore_cond = {-gar_seryi_counter_fire -gar_seryi_open_fire}
on_actor_dist_le = 30| remark@gar_angar_seryi
meet = meet@gar_angar_seryi
danger = danger_condition@gar_angar_seryi
wounded = wounded@ignore_Seryi

[remark@gar_angar_seryi]
snd = gar_seryi_see_actor
target = actor
on_signal = sound_end| walker2@gar_angar_seryi %+gar_seryi_meet%
on_info = {=gar_bandits_seryi_die} remark@sound_gar_angar_seryi %+gar_seryi_meet%
combat_ignore_cond = {-gar_seryi_counter_fire -gar_seryi_open_fire}
meet = no_meet
anim = hide
danger = danger_condition@gar_angar_seryi
wounded = wounded@ignore_Seryi

[walker2@gar_angar_seryi]
path_walk = seryi_defend_walk
path_look = seryi_defend_look
radius = 5
combat_ignore_cond = {-gar_seryi_counter_fire -gar_seryi_open_fire}
meet = no_meet
danger = danger_condition@gar_angar_seryi
on_info = {=gar_bandits_seryi_die} remark@sound_gar_angar_seryi
wounded = wounded@ignore_Seryi

[remark@sound_gar_angar_seryi]
on_timer = 1000| walker@seryi_gar_angar_seryi %=gar_seryi_victory%
anim = wait
target = actor
meet = no_meet
wounded = wounded@ignore_Seryi


[hit@gar_angar_seryi]
on_info = %+gar_seryi_counter_fire%

[death@gar_angar_seryi]
on_info = %+garbage_meetstalker_die +gar_seryi_counter_fire +sar2_death_10%

[walker@seryi_gar_angar_seryi]
path_walk = seryi_walk_end
path_look = seryi_look_end
meet = meet@friend
danger = danger_condition@gar_angar_seryi
on_info = {+agr_krot_band_start} kamp@gar_angar_seryi
wounded = wounded@ignore_Seryi

[kamp@gar_angar_seryi]
center_point = gar_seryi_kamp
path_walk = gar_seryi_kamp_task
on_game_timer = 150000 | %+gar_seryi_change_st%
danger = danger_condition@gar_angar_seryi
meet = meet@in_camp
wounded = wounded@ignore_Seryi

[meet@gar_angar_seryi]
meet_state 	= 2| idle %+gar_seryi_silence%
meet_state_wpn 	= 2| idle %+gar_seryi_silence%
victim 		= 10| actor
victim_wpn 	= 10| actor
use		= true
use_wpn		= true

[danger_condition@gar_angar_seryi]
ignore_distance = 15
; nv080606 typo correction per Don Reba
ignore_distance_corpse = 0


[meet@1_gar_angar_seryi]
meet_state 	= 15| hello@wait
meet_state_wpn 	= 15| hello@wait
victim 		= 10| actor
victim_wpn 	= 10| actor
use		= true
use_wpn		= true



[logic@gar_angar_wounded]
active = walker@gar_angar_wounded
combat_ignore = combat_ignore
on_hit = hit@gar_angar_drug1
on_death = death@gar_angar_drug1

[walker@gar_angar_wounded]
path_walk = seryi_drug4_walk
path_look = seryi_drug4_look
combat_ignore_cond = {-gar_seryi_counter_fire -gar_seryi_open_fire}
on_info = {=gar_bandits_seryi_die} kamp@gar_angar_wounded
on_info2 = {!is_wounded} walker@gar_angar_drug2
meet = no_meet

[walker@gar_angar_drug2]
path_walk = seryi_drug2_walk
path_look = seryi_drug2_look
combat_ignore_cond = {-gar_seryi_counter_fire -gar_seryi_open_fire}
meet_talk_enabled = true
on_info = {=gar_bandits_seryi_die} kamp@gar_angar_wounded
danger = danger_condition@gar_angar_drug2
meet = no_meet

[kamp@gar_angar_wounded]
center_point = gar_seryi_kamp
path_walk = gar_seryi_kamp_task
on_game_timer = 150000 | %+gar_seryi_change_st%


[logic@gar_angar_drug1]
active = walker@gar_angar_drug1
combat_ignore = combat_ignore
on_hit = hit@gar_angar_drug1
on_death = death@gar_angar_drug1

[walker@gar_angar_drug1]
path_walk = seryi_drug_walk
path_look = seryi_drug_look
combat_ignore_cond = {-gar_seryi_counter_fire -gar_seryi_open_fire}
meet_talk_enabled = true
on_info = {=gar_bandits_seryi_die} kamp@gar_angar_drug1
danger = danger_condition@gar_angar_drug1

[hit@gar_angar_drug1]
on_info = %+gar_seryi_counter_fire%

[death@gar_angar_drug1]
on_info = %+gar_seryi_counter_fire +gar_seryi_drug_die%

[kamp@gar_angar_drug1]
center_point = gar_seryi_kamp
path_walk = gar_seryi_kamp_task
on_game_timer = 150000 | %+gar_seryi_change_st%
danger = danger_condition@gar_angar_drug1

[danger_condition@gar_angar_drug1]
ignore_distance = 10


;[logic@gar_angar_drug2]
;active = walker@gar_angar_drug2
;combat_ignore = combat_ignore
;on_hit = hit@gar_angar_drug2
;on_death = death@gar_angar_drug2
;meet = meet@friend



;[hit@gar_angar_drug2]
;on_info = %+gar_seryi_counter_fire%

;[death@gar_angar_drug2]
;on_info = %+gar_seryi_counter_fire +gar_seryi_drug2_die%

;[kamp@gar_angar_drug2]
;center_point = gar_seryi_kamp
;path_walk = gar_seryi_kamp_task
;on_game_timer = 150000 | %+gar_seryi_change_st%
;danger = danger_condition@gar_angar_drug2

;[danger_condition@gar_angar_drug2]
;ignore_distance = 15


;****************************
;Garbage Ambush
;****************************
[logic@gar_bandit_ambush_1]
active = walker@gar_bandit_ambush_1

[walker@gar_bandit_ambush_1]
path_walk = walk1
path_look = look1


[logic@gar_bandit_ambush_2]
active = walker@gar_bandit_ambush_2

[walker@gar_bandit_ambush_2]
path_walk = walk2
path_look = look2


[logic@gar_bandit_ambush_3]
active = walker@gar_bandit_ambush_3

[walker@gar_bandit_ambush_3]
path_walk = walk3
path_look = look3


;************************
;Псевдо раненый
;************************

[logic@gar_psevdowounded_1]
active = walker@normal_gar_psevdowounded_1
on_death = death@gar_psevdowounded_1
on_hit = hit@gar_psevdowounded_1

[walker@normal_gar_psevdowounded_1]
path_walk = gar_way_spy
path_look = gar_look_spy
on_actor_dist_le_nvis = 100| walker@wounded_gar_psevdowounded_1 %+gar_wounded_help%
danger = danger_condition

[walker@wounded_gar_psevdowounded_1]
on_actor_dist_le_nvis = 10| walker@fight_gar_psevdowounded_1 %+gar_wounded_fight =actor_enemy%
wounded = wounded@gar_psevdowounded_1
path_walk = gar_way_spy
path_look = gar_look_spy
danger = danger_condition@gar_psevdowounded_1
on_info = {+gar_wounded_fight} walker@fight_gar_psevdowounded_1 %=actor_enemy%

[wounded@gar_psevdowounded_1]
hp_state = 130|help_me@help|90|wounded_heavy@help_heavy
hp_state_see = 130|wounded@help_see|90|wounded_heavy@help_heavy
psy_state = 50|{=best_pistol}psy_armed,psy_pain@wounded_psy|20| {=best_pistol}psy_shoot,psy_pain@{=best_pistol}wounded_psy_shoot,wounded_psy
hp_victim = 130|nil|90|nil
hp_cover = 130|false|90|false
hp_fight = 130|true|90|true
syndata = wounded@help

[walker@fight_gar_psevdowounded_1]
path_walk = gar_way_spy
path_look = gar_look_spy
danger = danger_condition

[danger_condition@gar_psevdowounded_1]
ignore_distance = 25

[death@gar_psevdowounded_1]
on_info = %+gar_wounded_fight%

[hit@gar_psevdowounded_1]
on_info = %+gar_wounded_fight%



[logic@gar_psevdowounded_2]
active = camper@gar_psevdowounded_2
combat_ignore = combat_ignore
on_hit = hit@gar_psevdowounded_2

[camper@gar_psevdowounded_2]
path_walk = gar_way_spy2
path_look = gar_look_spy2
combat_ignore_cond = {-gar_wounded_fight}
radius = 2
on_info = {+gar_wounded_fight} walker@gar_psevdowounded_2
show_spot = {-gar_wounded_fight} false
on_actor_in_zone = gar_sniper_in_restrictor| walker@gar_psevdowounded_2

[walker@gar_psevdowounded_2]
path_walk = gar_way_spy2
path_look = gar_look_spy2

[hit@gar_psevdowounded_2]
on_info = %+gar_wounded_fight%

[danger_condition@gar_psevdowounded_2]
ignore_distance = 10



;*****************************************************************
;Boars2 (Dolg Quest)
;*****************************************************************
[logic@gar_boars2_nest]
active = mob_home@gar_boars2_nest

[mob_home@gar_boars2_nest]
path_home = home
home_min_radius = 30
home_max_radius = 60

;*****************************************************************
;Boars (Dolg Rush)
;*****************************************************************
[logic@gar_boars_nest]
active = mob_home@gar_boars_nest

[mob_home@gar_boars_nest]
path_home = home
home_min_radius = 25
home_max_radius = 50
aggressive_home
panic = 0


[logic@gar_boars_nest_rush]
active = mob_walker@gar_boars_nest2
on_death = mob_death@gar_boars_rush

[mob_walker@gar_boars_nest2]
path_walk = home_rush
panic = 0

[mob_death@gar_boars_rush]
on_info = {=killed_by_actor} %=inc_counter(gar_boars_counter)%

;*****************************************************************
;Fleshes (Dolg Quest)
;*****************************************************************
[logic@gar_nest_flesh]
active = mob_home@gar_nest_flesh

[mob_home@gar_nest_flesh]
path_home = home
home_min_radius = 15
home_max_radius = 30


;*****************************************************************
;Dogs 
;*****************************************************************
[logic@gar_dogs_nest]
active = mob_home@gar_dogs_nest

[mob_home@gar_dogs_nest]
path_home = home
home_min_radius = 20
home_max_radius = 40

;*****************************************************************
;Dogs 2
;*****************************************************************
[logic@gar_dogs_nest2]
active = mob_home@gar_dogs_nest2

[mob_home@gar_dogs_nest2]
path_home = home
home_min_radius = 20
home_max_radius = 40


;----------------
;----- meet -----
;----------------

[meet@neutral]
meet_state = 5|guard@wait
; nv099731 lowered threat distance
;meet_state_wpn = 10|backoff@threat_weap
meet_state_wpn = 4|backoff@threat_weap
victim = 10|actor
victim_wpn = 10|actor
use = true
use_wpn = true

[meet@friend]
meet_state = 3|wait@wait
meet_state_wpn = 3|wait@wait
victim = 3|actor
victim_wpn = 3|actor
use = true
use_wpn = true

[meet@need_help_1]
meet_state = 20|hello@talk_hello| 10|guard@wait
meet_state_wpn = 20|hello@talk_hello| 10|guard@wait
victim = 20|actor
victim_wpn = 20|actor
use = true
use_wpn = true

[meet@need_help_2]
meet_state = 20|hello@talk_hello| 10|wait@wait
meet_state_wpn = 20|hello@talk_hello| 10|wait@wait
victim = 20|actor
victim_wpn = 20|actor
use = true
use_wpn = true

[meet@in_camp]
meet_state = 3|wait@wait
meet_state_wpn = 5|backoff@threat_weap
victim = 5|actor
victim_wpn = 5|actor
use = true
use_wpn = false

