;*****************************************************************
; Bar visitor
;*****************************************************************
[danger@bar_inside]
ignore_distance = 40

[logic@bar_visitors_kamp1]
active = kamp@bar_visitors_kamp1

[kamp@bar_visitors_kamp1]
center_point = kamp_1
soundgroup = bar_visitors_kamp1
; nv130319 lock out invalid vertex spot 4 (in the fire!), replacement vertex varied 
; mask is sum[2^(spot-1)] = 8
avoid_pos = 8
danger = danger@bar_inside

[logic@bar_visitors_kamp2]
active = kamp@bar_visitors_kamp2

[kamp@bar_visitors_kamp2]
center_point = kamp_2
soundgroup = bar_visitors_kamp2
; nv130127 lock out spots 1, 2, 6 - mask is sum[2^(spot-1)] = 1+2+32
avoid_pos = 35
danger = danger@bar_inside

[logic@bar_visitors_kamp3]
active = kamp@bar_visitors_kamp3

[kamp@bar_visitors_kamp3]
center_point = kamp_3
soundgroup = bar_visitors_kamp3
danger = danger@bar_inside

[logic@bar_visitors_kamp4]
active = kamp@bar_visitors_kamp4

[kamp@bar_visitors_kamp4]
center_point = kamp_4
soundgroup = bar_visitors_kamp4
; nv130319 lock out spots 3, 4, 6 - mask is sum[2^(spot-1)] = 4+8+32
avoid_pos = 44
danger = danger@bar_inside

[logic@bar_visitors_walker]
active = walker@bar_visitors_walker

[walker@bar_visitors_walker]
path_walk = walker_walk
meet = meet@bar_visitors_walker
danger = danger@bar_inside
sound_idle = state

[meet@bar_visitors_walker]
meet_state 		= 3| guard@talk_hello|4| guard
meet_state_wpn 	= 3| guard@talk_hello|4| guard
victim 			= 3| actor
victim_wpn 		= 3| actor
use = true
use_wpn = true


[logic@bar_visitors_arena_1]
active = walker@@bar_visitors_arena_1

[walker@@bar_visitors_arena_1]
path_walk = arena_walk_1
path_look = arena_look_1
soundgroup = bar_visitors_arena_1
danger = danger@bar_inside
sound_idle = state

[logic@bar_visitors_arena_2]
active = walker@@bar_visitors_arena_2

[walker@@bar_visitors_arena_2]
path_walk = arena_walk_2
path_look = arena_look_2
soundgroup = bar_visitors_arena_1
danger = danger@bar_inside
sound_idle = state

[logic@bar_visitors_arena_3]
active = walker@@bar_visitors_arena_3

[walker@@bar_visitors_arena_3]
path_walk = arena_walk_3
path_look = arena_look_3
soundgroup = bar_visitors_arena_1
danger = danger@bar_inside
sound_idle = state

[logic@bar_visitors_arena_4]
active = walker@@bar_visitors_arena_4

[walker@@bar_visitors_arena_4]
path_walk = arena_walk_4
path_look = arena_look_4
soundgroup = bar_visitors_arena_1
danger = danger@bar_inside
sound_idle = state

[logic@bar_visitors_arena_5]
active = walker@@bar_visitors_arena_5

[walker@@bar_visitors_arena_5]
path_walk = arena_walk_5
path_look = arena_look_5
soundgroup = bar_visitors_arena_2
danger = danger@bar_inside
sound_idle = state

[logic@bar_visitors_arena_6]
active = walker@@bar_visitors_arena_6

[walker@@bar_visitors_arena_6]
path_walk = arena_walk_6
path_look = arena_look_6
soundgroup = bar_visitors_arena_2
danger = danger@bar_inside
sound_idle = state

[logic@bar_visitors_arena_7]
active = walker@@bar_visitors_arena_7

[walker@@bar_visitors_arena_7]
path_walk = arena_walk_7
path_look = arena_look_7
danger = danger@bar_inside
sound_idle = state

[logic@bar_visitors_arena_8]
active = walker@@bar_visitors_arena_2

[walker@@bar_visitors_arena_8]
path_walk = arena_walk_8
path_look = arena_look_8
soundgroup = bar_visitors_arena_2
danger = danger@bar_inside
sound_idle = state

; ïîñò ïåðåä âõîäîì âî äâîð "äîëãà"

[actor_dialogs]
id = bar_dolg_base_guard_acces

[logic1@bar_dolg_general_guard_left]
active = walker@bar_dolg_general_guard_left
actor_dialogs = actor_dialogs

[walker@bar_dolg_general_guard_left]
path_walk = guard_left_walk
path_look = guard_left_look
meet = meet@bar_dolg_general_guard_busy
soundgroup = bar_dolg_base_guard1

[logic2@bar_dolg_general_guard_right]
active = walker@bar_dolg_general_guard_right
actor_dialogs = actor_dialogs

[walker@bar_dolg_general_guard_right]
path_walk = guard_right_walk
path_look = guard_right_look
meet = meet@bar_dolg_general_guard_busy
soundgroup = bar_dolg_base_guard1

[logic3@bar_dolg_general_guard_center]
active = walker@bar_dolg_general_guard_center
actor_dialogs = actor_dialogs
on_death = death@bar_dolg_general_guard_center

[walker@bar_dolg_general_guard_center]
path_walk = guard_center_walk
path_look = guard_center_look
meet = meet@bar_dolg_general_guard
soundgroup = bar_dolg_base_guard1

[death@bar_dolg_general_guard_center]
on_info = %+sar2_death_40%

[meet@bar_dolg_general_guard]
meet_dialog = bar_dolg_base_guard_start
use = true
use_wpn = true
victim 			= 15| actor
victim_wpn 		= 15| actor
zone = bar_dolg_general_warn_zone|{+bar_dolg_base_pass}guard,threat@{+bar_dolg_base_pass}talk_hello,bar_dolg_guard_stop
precond			= visibility

[meet@bar_dolg_general_guard_busy]
abuse = false
use = false
use_wpn = false
victim 			= nil
victim_wpn 		= nil
meet_state 		= 5|guard@bar_dolg_guard_busy
meet_state_wpn 	= 5|guard@bar_dolg_guard_busy
precond			= usability
;{+bar_dolg_base_pass}guard,threat@{+bar_dolg_base_pass}state,threat_stop
;|bar_dolg_general_guard_zone|{+bar_dolg_base_pass}guard,threat@{+bar_dolg_base_pass}state,threat_stop|bar_dolg_general_kill_zone|{-bar_dolg_base_pass}true

[logic4@bar_dolg_general_kamp]
active = kamp1@bar_dolg_general_kamp

[kamp1@bar_dolg_general_kamp]
center_point = kamp_center
soundgroup = bar_dolg_general_kamp
danger = danger@bar_inside

[logic5@bar_dolg_general_patrol1]
active = walker4@bar_dolg_general_patrol1

[walker4@bar_dolg_general_patrol1]
path_walk = patrol_1_walk
path_look = patrol_1_look
soundgroup = bar_dolg_general_patrol1
danger = danger@bar_inside

[logic6@bar_dolg_general_patrol2]
active = walker5@bar_dolg_general_patrol2

[walker5@bar_dolg_general_patrol2]
path_walk = patrol_2_walk
path_look = patrol_2_look
soundgroup = bar_dolg_general_patrol1
danger = danger@bar_inside

[logic6@bar_dolg_general_camper]
active = walker1@bar_dolg_general_camper

[walker1@bar_dolg_general_camper]
path_walk = camper_1_walk
path_look = camper_1_look
def_state_moving = assault
def_state_moving_fire = assault_fire
def_state_campering = hide
def_state_campering_fire = hide_fire
soundgroup = bar_dolg_general_patrol1
danger = danger@bar_inside

[logic7@bar_dolg_general_camper]
active = walker2@bar_dolg_general_camper

[walker2@bar_dolg_general_camper]
path_walk = camper_2_walk
path_look = camper_2_look
def_state_moving = assault
def_state_moving_fire = assault_fire
def_state_campering = hide
def_state_campering_fire = hide_fire
soundgroup = bar_dolg_general_camper
danger = danger@bar_inside

[logic8@bar_dolg_general_camper]
active = walker3@bar_dolg_general_camper

[walker3@bar_dolg_general_camper]
path_walk = camper_3_walk
path_look = camper_3_look
def_state_moving = assault
def_state_moving_fire = assault_fire
def_state_campering = hide
def_state_campering_fire = hide_fire
soundgroup = bar_dolg_general_camper
danger = danger@bar_inside

[logic9@bar_dolg_general_camper]
active = walker4@bar_dolg_general_camper

[walker4@bar_dolg_general_camper]
path_walk = camper_4_walk
path_look = camper_4_look
def_state_moving = assault
def_state_moving_fire = assault_fire
def_state_campering = hide
def_state_campering_fire = hide_fire
soundgroup = bar_dolg_general_camper
danger = danger@bar_inside

[logic10@bar_dolg_general_camper]
active = walker5@bar_dolg_general_camper

[walker5@bar_dolg_general_camper]
path_walk = camper_5_walk
path_look = camper_5_look
def_state_moving = assault
def_state_moving_fire = assault_fire
def_state_campering = hide
def_state_campering_fire = hide_fire
soundgroup = bar_dolg_general_camper
danger = danger@bar_inside

; ÂÅÒÅÐÀÍÛ ÄÎËÃÀ

[logic1@bar_dolg_veterans_guard_bunker1]
active = walker@bar_dolg_veterans_guard_bunker
actor_dialogs = actor_dialogs

[walker@bar_dolg_veterans_guard_bunker]
path_walk = guard_bunker_1_walk
path_look = guard_bunker_1_look
meet = meet@bar_dolg_veterans_guard_bunker
soundgroup = bar_dolg_veterans_guard_bunker
danger = danger@bar_inside
def_state_standing = guard

[meet@bar_dolg_veterans_guard_bunker]
meet_state 		= 5|guard@talk_hello
meet_state_wpn 	= 5|guard@talk_hello
meet_dialog = bar_dolg_guard_bunker_start 
use = true
use_wpn = true
victim 			= 1| actor
victim_wpn 		= 1| actor
zone = bar_dolg_veterans_bunker_warn_zone|{-bar_dolg_community_leader}threat@bar_dolg_guard_stop,{+bar_dolg_community_leader}guard@talk_hello
precond			= usability

[logic2@bar_dolg_veterans_guard_bunker2]
active = walker2@bar_dolg_veterans_guard_bunker
actor_dialogs = actor_dialogs

[walker2@bar_dolg_veterans_guard_bunker]
path_walk = guard_bunker_2_walk
path_look = guard_bunker_2_look
meet = meet@bar_dolg_veterans_guard_bunker
soundgroup = bar_dolg_veterans_guard_bunker
danger = danger@bar_inside
def_state_standing = guard

[logic3@bar_dolg_veterans_gates1]
active = walker2@bar_dolg_veterans_gates1

[walker2@bar_dolg_veterans_gates1]
path_walk = guard_gates_walk1
path_look = guard_gates_look1
soundgroup = bar_dolg_veterans_gates1
danger = danger@bar_inside

[logic4@bar_dolg_veterans_gates2]
active = walker3@bar_dolg_veterans_gates2

[walker3@bar_dolg_veterans_gates2]
path_walk = guard_gates_walk2
path_look = guard_gates_look2
soundgroup = bar_dolg_veterans_gates1
danger = danger@bar_inside

[logic5@bar_dolg_veterans_gates_alarm1]
active = walker6@bar_dolg_veterans_gates_alarm1

[walker6@bar_dolg_veterans_gates_alarm1]
path_walk = guard_gates_walk1
path_look = guard1_alarm
soundgroup = bar_dolg_veterans_gates1
danger = danger@bar_inside

[logic6@bar_dolg_veterans_gates_alarm2]
active = walker7@bar_dolg_veterans_gates_alarm2

[walker7@bar_dolg_veterans_gates_alarm2]
path_walk = guard_gates_walk2
path_look = guard2_alarm
soundgroup = bar_dolg_veterans_gates1
danger = danger@bar_inside

; ÁÓÍÊÅÐ ÄÎËÃÀ

[logic2@bar_dolg_bunker]
active = walker2@bar_dolg_bunker

[walker2@bar_dolg_bunker]
path_walk = guard_2_walk
path_look = guard_2_look
meet = meet@bar_dolg_bunker
soundgroup = bar_dolg_bunker
danger = danger@bar_inside

[logic3@bar_dolg_bunker]
active = walker3@bar_dolg_bunker

[walker3@bar_dolg_bunker]
path_walk = rest_2_walk
path_look = rest_2_look
soundgroup = bar_dolg_bunker
danger = danger@bar_inside

[logic4@bar_dolg_bunker]
active = walker4@bar_dolg_bunker

[walker4@bar_dolg_bunker]
path_walk = rest_1_walk
path_look = rest_1_look
soundgroup = bar_dolg_bunker
danger = danger@bar_inside

[logic5@bar_dolg_bunker]
active = sleeper1@bar_dolg_bunker

[sleeper1@bar_dolg_bunker]
path_main = sleeper_1
soundgroup = bar_dolg_bunker
danger = danger@bar_inside

[meet@bar_dolg_bunker]
use = true
use_wpn = true
victim 			= 10| actor
victim_wpn 		= 10| actor
meet_state 		= 5|guard@talk_hello|4|guard
meet_state_wpn 	= 10|guard@threat_weap|7|threat@threat_weap|5|threat@threat_weap
precond			= usability



; Çàñòàâà 1

[logic@bar_dolg_zastava1_cammander_1]
active = walker1@bar_dolg_zastava1_cammander_1
on_death = death@bar_dolg_zastava1_cammander_1

[walker1@bar_dolg_zastava1_cammander_1]
path_walk = commander_1_walk
path_look = commander_1_look
meet = meet@bar_dolg_zastava_comander1
soundgroup = bar_dolg_zastava1
danger = danger@zastava_1

[death@bar_dolg_zastava1_cammander_1]
on_info = %+sar2_death_22%

[logic@bar_dolg_zastava1_walker1]
active = walker1@bar_dolg_zastava1_walker1

[walker1@bar_dolg_zastava1_walker1]
path_walk = guard_1_walk
path_look = guard_1_look
meet = meet@bar_dolg_zastava1
soundgroup = bar_dolg_zastava1
danger = danger@zastava_1

[logic@bar_dolg_zastava1_walker2]
active = walker2@bar_dolg_zastava1_walker2

[walker2@bar_dolg_zastava1_walker2]
path_walk = guard_2_walk
path_look = guard_2_look
meet = meet@bar_dolg_zastava1
soundgroup = bar_dolg_zastava1
danger = danger@zastava_1

[logic@bar_dolg_zastava1_walker3]
active = walker3@bar_dolg_zastava1_walker3

[walker3@bar_dolg_zastava1_walker3]
path_walk = guard_3_walk
;path_look = guard_3_look
meet = meet@bar_dolg_zastava1
soundgroup = bar_dolg_zastava1
danger = danger@zastava_1

[meet@bar_dolg_zastava1]
meet_state 		= 20| guard@wait|4| guard
meet_state_wpn 	= 20| guard@wait| 15| threat@threat_weap
victim 			= 20| actor
victim_wpn 		= 20| actor
use = true
use_wpn = true
meet_dialog = bar_dolg_zastava
precond			= visibility

[meet@bar_dolg_zastava_comander1]
meet_state 		= 10| guard@wait|4| guard
meet_state_wpn 	= 10| guard@wait| 7| threat@threat_weap
victim 			= 10| actor
victim_wpn 		= 10| actor
use = true
use_wpn = false
precond			= usability

[danger@zastava_1]
ignore_distance = 10

; Çàñòàâà 2

[logic@bar_dolg_zastava2_walker1]
active = walker@bar_dolg_zastava2_walker1

[walker@bar_dolg_zastava2_walker1]
path_walk = square_1_place_4_walk
path_look = square_1_place_1_look
meet = meet@bar_dolg_zastava2
soundgroup = bar_dolg_zastava2
danger = danger@zastava_1

[logic@bar_dolg_zastava2_walker2]
active = walker@bar_dolg_zastava2_walker2

[walker@bar_dolg_zastava2_walker2]
path_walk = square_1_place_6_walk
path_look = square_1_place_6_look
meet = meet@bar_dolg_zastava2
soundgroup = bar_dolg_zastava2
danger = danger@zastava_1

[logic@bar_dolg_zastava2_walker3]
active = walker@bar_dolg_zastava2_walker3

[walker@bar_dolg_zastava2_walker3]
path_walk = square_1_place_2_walk
path_look = square_1_place_1_look
meet = meet@bar_dolg_zastava2
soundgroup = bar_dolg_zastava2
danger = danger@zastava_1

[meet@bar_dolg_zastava2]
meet_state 		= 50| guard@talk_hello|4| guard
meet_state_wpn 	= 50| guard@talk_hello| 20| threat@threat_weap
victim 			= 20| actor
victim_wpn 		= 20| actor
use = true
use_wpn = true
meet_dialog = bar_dolg_zastava
precond			= usability


; ÍÅÕÎÐÎØÈÅ ÑÒÀËÊÅÐÛ ÂÅÒÅÐÀÍÛ

[logic@bar_evil_veterans_walker1]
active = walker@bar_evil_veterans_walker1

[walker@bar_evil_veterans_walker1]
path_walk = guard_1_walk
path_look = guard_1_look
soundgroup = bar_evil_veterans

[logic@bar_evil_veterans_walker2]
active = walker@bar_evil_veterans_walker2

[walker@bar_evil_veterans_walker2]
path_walk = guard_2_walk
path_look = guard_2_look
soundgroup = bar_evil_veterans

[logic@bar_evil_veterans_walker3]
active = walker@bar_evil_veterans_walker3

[walker@bar_evil_veterans_walker3]
path_walk = guard_3_walk
soundgroup = bar_evil_veterans

[logic@bar_evil_veterans_camper4]
active = walker@bar_evil_veterans_camper4

[walker@bar_evil_veterans_camper4]
path_walk = guard_4_walk_alarm
path_look = guard_4_look_alarm
radius = 5
soundgroup = bar_evil_veterans

[logic@bar_evil_veterans_camper1]
active = camper@bar_evil_veterans_camper1
on_death = death@bar_evil_veterans_camper1

[death@bar_evil_veterans_camper1]
on_info = %+sar2_death_45%

[camper@bar_evil_veterans_camper1]
path_walk = leader_walk
path_look = leader_look
radius = 4
soundgroup = bar_evil_veterans

[logic@bar_evil_veterans_kamp1]
active = kamp@bar_evil_veterans_kamp1

[kamp@bar_evil_veterans_kamp1]
center_point = sit_point1
soundgroup = bar_evil_veterans_kamp1

[logic@bar_evil_veterans_kamp2]
active = kamp@bar_evil_veterans_kamp2

[kamp@bar_evil_veterans_kamp2]
center_point = sit_point1
soundgroup = bar_evil_veterans_kamp2

[logic@bar_evil_veterans_kamp3]
active = kamp@bar_evil_veterans_kamp3

[kamp@bar_evil_veterans_kamp3]
center_point = sit_point1
soundgroup = bar_evil_veterans_kamp3

[logic@bar_evil_veterans_kamp4]
active = kamp@bar_evil_veterans_kamp4

[kamp@bar_evil_veterans_kamp4]
center_point = sit_point1
soundgroup = bar_evil_veterans_kamp4


[logic@bar_evil_veterans_alarm1]
active = camper2@bar_evil_veterans_alarm1

[camper2@bar_evil_veterans_alarm1]
path_walk = alarm_1_walk
path_look = alarm_1_look
radius = 5
soundgroup = bar_evil_veterans_alarm1

[logic@bar_evil_veterans_alarm2]
active = camper3@bar_evil_veterans_alarm2

[camper3@bar_evil_veterans_alarm2]
path_walk = alarm_2_walk
path_look = alarm_2_look
radius = 5
soundgroup = bar_evil_veterans_alarm1

[logic@bar_evil_veterans_alarm3]
active = camper5@bar_evil_veterans_alarm3

[camper5@bar_evil_veterans_alarm3]
path_walk = alarm_3_walk
path_look = alarm_3_look
radius = 5
soundgroup = bar_evil_veterans_alarm1

;*******************************************************************
; Ñâîáîäà, àòàêóþùàÿ ó÷åíûõ
;*******************************************************************
[helihunter@bar_freedom_attack]
dist = 100
 
[combat_ignore@rostok_killers] 

[death@bar_freedom_attack_commander]
on_info = %+bar_kill_professor_volkodav_dead +bar_heli_scene_volkodav_die +rostok_actor_kill_killer +sar2_death_44%

[death@bar_freedom_attack_killer]
on_info = {=killed_by_actor} nil %+rostok_actor_kill_killer%

[logic@bar_freedom_offline_walker]
active = walker@bar_freedom_offline_walker

[walker@bar_freedom_offline_walker]
path_walk = offline_walk
path_look = camper_1_look

;*******************************************************

[logic@bar_freedom_attack_sniper_1]
active = camper@bar_freedom_attack_sniper_1
heli_hunter = helihunter@bar_freedom_attack
on_death = death@bar_freedom_attack_killer

[camper@bar_freedom_attack_sniper_1]
path_walk = camper_1_walk
path_look = camper_1_look
def_state_moving = assault
heli_hunter = {-bar_ecolog_crush_heli_down} true, false
soundgroup = bar_freedom_attack1
on_info = {=rostok_dist_to_actor_le(35)} walker@bar_freedom_attack_actor_near_1
danger = danger_condition@freedom_attackers

[walker@bar_freedom_attack_actor_near_1]
path_walk = camper_1_walk
path_look = camper_1_look
on_info = {!rostok_dist_to_actor_le(40)} camper@bar_freedom_attack_sniper_1
danger = danger_condition@freedom_attackers

[logic@bar_freedom_attack_sniper_c1]
active = camper1@bar_freedom_attack_sniper_1
on_death = death@bar_freedom_attack_killer

[camper1@bar_freedom_attack_sniper_1]
path_walk = acamper_1_walk
path_look = acamper_1_look
def_state_moving = assault
radius = 15
;no_retreat = true
soundgroup = bar_freedom_attack1
danger = danger_condition@freedom_attackers

;********************************************************

[logic@bar_freedom_attack_sniper_2]
active = camper@bar_freedom_attack_sniper_2
on_death = death@bar_freedom_attack_killer

[camper@bar_freedom_attack_sniper_2]
path_walk = camper_2_walk
path_look = camper_2_look
def_state_moving = assault
soundgroup = bar_freedom_attack1
on_info = {=rostok_dist_to_actor_le(35)} walker@bar_freedom_attack_actor_near_2
danger = danger_condition@freedom_attackers

[walker@bar_freedom_attack_actor_near_2]
path_walk = camper_2_walk
path_look = camper_2_look
on_info = {!rostok_dist_to_actor_le(40)} camper@bar_freedom_attack_sniper_2
danger = danger_condition@freedom_attackers

[logic@bar_freedom_attack_sniper_c2]
active = camper1@bar_freedom_attack_sniper_2
on_death = death@bar_freedom_attack_killer

[camper1@bar_freedom_attack_sniper_2]
path_walk = acamper_2_walk
path_look = acamper_2_look
def_state_moving = assault
radius = 15
;no_retreat = true
soundgroup = bar_freedom_attack1
danger = danger_condition@freedom_attackers

;*******************************************************

[logic@bar_freedom_attack_sniper_3]
active = camper1@bar_freedom_attack_sniper_3 
heli_hunter = helihunter@bar_freedom_attack
on_death = death@bar_freedom_attack_killer

[camper@bar_freedom_attack_sniper_3]
path_walk = camper_3_walk
path_look = camper_3_look
def_state_moving = assault
heli_hunter = {-bar_ecolog_crush_heli_down} true, false
soundgroup = bar_freedom_attack1
on_info = {=rostok_dist_to_actor_le(35)} walker@bar_freedom_attack_actor_near_3
danger = danger_condition@freedom_attackers

[walker@bar_freedom_attack_actor_near_3]
path_walk = camper_3_walk
path_look = camper_3_look
on_info = {!rostok_dist_to_actor_le(40)} camper@bar_freedom_attack_sniper_3
danger = danger_condition@freedom_attackers

[logic@bar_freedom_attack_sniper_c3]
active = camper1@bar_freedom_attack_sniper_3
on_death = death@bar_freedom_attack_killer

[camper1@bar_freedom_attack_sniper_3]
path_walk = acamper_3_walk
path_look = acamper_3_look
def_state_moving = assault
radius = 15
;no_retreat = true
soundgroup = bar_freedom_attack1
danger = danger_condition@freedom_attackers

;*******************************************************

[logic@bar_freedom_attack_sniper_4]
active = camper@bar_freedom_attack_sniper_4
on_death = death@bar_freedom_attack_killer

[camper@bar_freedom_attack_sniper_4]
path_walk = camper_4_walk
path_look = camper_4_look
def_state_moving = assault
soundgroup = bar_freedom_attack1
on_info = {=rostok_dist_to_actor_le(35)} walker@bar_freedom_attack_actor_near_4
danger = danger_condition@freedom_attackers

[walker@bar_freedom_attack_actor_near_4]
path_walk = camper_4_walk
path_look = camper_4_look
on_info = {!rostok_dist_to_actor_le(40)} camper@bar_freedom_attack_sniper_4
danger = danger_condition@freedom_attackers

[logic@bar_freedom_attack_sniper_c4]
active = camper1@bar_freedom_attack_sniper_4
on_death = death@bar_freedom_attack_killer

[camper1@bar_freedom_attack_sniper_4]
path_walk = acamper_4_walk
path_look = acamper_4_look
def_state_moving = assault
radius = 15
;no_retreat = true
soundgroup = bar_freedom_attack1
danger = danger_condition@freedom_attackers

;*******************************************************

[logic@bar_freedom_attack_guard_1]
active = camper@bar_freedom_attack_guard_1
combat_ignore = combat_ignore@rostok_killers

[camper@bar_freedom_attack_guard_1]
path_walk = guard_1_walk
path_look = guard_1_look
def_state_moving = assault
soundgroup = bar_freedom_attack1
radius = 0
combat_ignore_cond = always
on_info = {+bar_ecolog_crush_heli_down} camper@bar_freedom_attack_guard_rpg
danger = danger_condition@freedom_attackers

[camper@bar_freedom_attack_guard_rpg]
path_walk = guard_1_walk
path_look = guard_1_look
heli_hunter = true
radius = 0
def_state_moving = assault
def_state_campering = threat_na
soundgroup = bar_freedom_attack1
on_timer = 3000 | nil %=kill%
danger = danger_condition@freedom_attackers

[logic@bar_freedom_attack_guard_c1]
active = camper1@bar_freedom_attack_guard_1
on_death = death@bar_freedom_attack_killer

[camper1@bar_freedom_attack_guard_1]
path_walk = aguard_1_walk
path_look = aguard_1_look
def_state_moving = assault
radius = 15
;no_retreat = true
soundgroup = bar_freedom_attack1
danger = danger_condition@freedom_attackers

;*****************************************************************

[logic@bar_freedom_attack_guard_2]
active = camper@bar_freedom_attack_guard_2
heli_hunter = helihunter@bar_freedom_attack
on_death = death@bar_freedom_attack_killer

[camper@bar_freedom_attack_guard_2]
path_walk = guard_2_walk
path_look = guard_2_look
def_state_moving = assault
heli_hunter = {-bar_ecolog_crush_heli_down} true, false
soundgroup = bar_freedom_attack1
on_info = {=rostok_dist_to_actor_le(35)} walker@bar_freedom_attack_actor_near_guard_2
danger = danger_condition@freedom_attackers

[walker@bar_freedom_attack_actor_near_guard_2]
path_walk = guard_2_walk
path_look = guard_2_look
on_info = {!rostok_dist_to_actor_le(40)} camper@bar_freedom_attack_guard_2
danger = danger_condition@freedom_attackers

[logic@bar_freedom_attack_guard_c2]
active = camper1@bar_freedom_attack_guard_2
on_death = death@bar_freedom_attack_killer

[camper1@bar_freedom_attack_guard_2]
path_walk = aguard_2_walk
path_look = aguard_2_look
def_state_moving = assault
radius = 15
;no_retreat = true
soundgroup = bar_freedom_attack1
danger = danger_condition@freedom_attackers

;***********************************************************************

[logic@bar_freedom_attack_commander]
active = camper@bar_freedom_attack_commander
on_death = death@bar_freedom_attack_commander
combat_ignore = combat_ignore@rostok_killers

[camper@bar_freedom_attack_commander]
path_walk = commandir_walk
path_look = commandir_look
def_state_moving = assault
meet = meet@freedom_volkodav
;combat_ignore_cond = {!see_actor}
on_info = {-bar_freedom_talk_end +bar_freedom_talk_v1} remark@volkodav_talk_1
danger = danger_condition@freedom_attackers

[remark@volkodav_talk_1]
snd = rostok_volkodav_talk_1
on_signal = sound_end | %+bar_freedom_talk_c1%
sound_end = nil
no_move = true
no_rotate = true
;combat_ignore_cond = {!see_actor}
on_info = {+bar_freedom_talk_v2} remark@volkodav_talk_2
danger = danger_condition@freedom_attackers

[remark@volkodav_talk_2]
snd = rostok_volkodav_talk_2
on_signal = sound_end | %+bar_freedom_talk_c2%
no_move = true
no_rotate = true
combat_ignore_cond = {!see_actor}
on_info = {+bar_freedom_talk_end} camper@bar_freedom_attack_commander
danger = danger_condition@freedom_attackers

;*********************************************************************************


[logic@bar_freedom_attack_camper_6]
active = camper@bar_freedom_attack_camper_6
on_death = death@bar_freedom_attack_killer
combat_ignore = combat_ignore@rostok_killers

[camper@bar_freedom_attack_camper_6]
path_walk = camper_6_walk
path_look = camper_6_look
def_state_moving = assault
radius = 20
;combat_ignore_cond = always
on_info = {-bar_freedom_talk_end +bar_actor_heared_freedom_talk} remark@camper_talk
soundgroup = bar_freedom_attack1
danger = danger_condition@freedom_attackers

[remark@camper_talk]
snd = rostok_volkodav_assistant_talk_1
on_signal = sound_end | %+bar_freedom_talk_v1%
combat_ignore_cond = {!see_actor}
danger = danger_condition@freedom_attackers
on_info = {+bar_freedom_talk_c1} remark@camper_talk_1
 
[remark@camper_talk_1]
snd = rostok_volkodav_assistant_talk_2
on_signal = sound_end | %+bar_freedom_talk_v2%
combat_ignore_cond = always
on_info = {+bar_freedom_talk_c2} remark@camper_talk_2

[remark@camper_talk_2]
snd = rostok_volkodav_assistant_talk_3
on_signal = sound_end | %+bar_freedom_talk_end%
combat_ignore_cond = always
on_info = {+bar_freedom_talk_end} camper@bar_freedom_attack_camper_6
danger = danger_condition@freedom_attackers

[logic@bar_freedom_attack_camper6_c1]
active = camper@bar_freedom_attack_acamper_6
on_death = death@bar_freedom_attack_killer

[camper@bar_freedom_attack_acamper_6]
path_walk = acamper_6_walk
path_look = acamper_6_look
def_state_moving = assault
radius = 25
;no_retreat = true
soundgroup = bar_freedom_attack1
danger = danger_condition@freedom_attackers

;*********************************************************************************

[logic@bar_freedom_attack_camper_5]
active = camper@bar_freedom_attack_camper_5
on_death = death@bar_freedom_attack_killer

[camper@bar_freedom_attack_camper_5]
path_walk = camper_5_walk
path_look = camper_5_look
def_state_moving = assault
soundgroup = bar_freedom_attack1
radius = 15
;no_retreat = true
on_info = {=rostok_dist_to_actor_le(35)} walker@bar_freedom_attack_actor_near_5
danger = danger_condition@freedom_attackers

[walker@bar_freedom_attack_actor_near_5]
path_walk = camper_5_walk
path_look = camper_5_look
on_info = {!rostok_dist_to_actor_le(40)} camper@bar_freedom_attack_camper_5
danger = danger_condition@freedom_attackers

;*******************************************************************************

[logic@bar_freedom_attack_sniper_7]
active = camper@bar_freedom_attack_sniper_7
on_death = death@bar_freedom_attack_killer

[camper@bar_freedom_attack_sniper_7]
path_walk = camper_7_walk
path_look = camper_7_look
def_state_moving = assault
soundgroup = bar_freedom_attack1
radius = 15
;no_retreat = true
on_info = {=rostok_dist_to_actor_le(35)} walker@bar_freedom_attack_actor_near_7
danger = danger_condition@freedom_attackers

[walker@bar_freedom_attack_actor_near_7]
path_walk = camper_7_walk
path_look = camper_7_look
on_info = {!rostok_dist_to_actor_le(40)} camper@bar_freedom_attack_sniper_7
danger = danger_condition@freedom_attackers


;*************************************************************************************

[logic@bar_freedom_attack_camper7]
active = camper@bar_freedom_attack_camper_7
on_death = death@bar_freedom_attack_killer

[camper@bar_freedom_attack_camper_7]
path_walk = camper7_walk
path_look = camper78910_look
def_state_moving = assault
soundgroup = bar_freedom_attack1
radius = 15
;no_retreat = true
danger = danger_condition@freedom_attackers

[logic@bar_freedom_attack_camper8]
active = camper@bar_freedom_attack_camper_8
on_death = death@bar_freedom_attack_killer

[camper@bar_freedom_attack_camper_8]
path_walk = camper8_walk
path_look = camper78910_look
def_state_moving = assault
soundgroup = bar_freedom_attack1
radius = 25
;no_retreat = true
danger = danger_condition@freedom_attackers

[logic@bar_freedom_attack_camper9]
active = camper@bar_freedom_attack_camper_9
on_death = death@bar_freedom_attack_killer

[camper@bar_freedom_attack_camper_9]
path_walk = camper9_walk
path_look = camper78910_look
def_state_moving = assault
soundgroup = bar_freedom_attack1
radius = 15
;no_retreat = true
danger = danger_condition@freedom_attackers

[logic@bar_freedom_attack_camper10]
active = camper@bar_freedom_attack_camper_10
on_death = death@bar_freedom_attack_killer

[camper@bar_freedom_attack_camper_10]
path_walk = camper10_walk
path_look = camper78910_look
def_state_moving = assault
soundgroup = bar_freedom_attack1
radius = 15
;no_retreat = true
danger = danger_condition@freedom_attackers






;chasing

[logic@bar_freedom_attack_chaser_1]
active = camper@bar_freedom_attack_chaser_1
combat_ignore = combat_ignore@rostok_killers

[camper@bar_freedom_attack_chaser_1]
path_walk = chase_1_walk
path_look = chase_1_look
on_signal = arrived_1 | walker@bar_freedom_attack_chaser_1
def_state_moving = sprint
radius = 5
no_retreat = true
soundgroup = bar_freedom_attack1
on_info = {=rostok_dist_to_actor_le(25)} walker@bar_freedom_attack_chaser_1
;combat_ignore_cond = {!see_actor_and_kruglov}
danger = danger_condition@freedom_attackers

[logic@bar_freedom_attack_chaser_2]
active = camper@bar_freedom_attack_chaser_2
combat_ignore = combat_ignore@rostok_killers

[camper@bar_freedom_attack_chaser_2]
path_walk = chase_2_walk
path_look = chase_2_look
on_signal = arrived_2 | walker@bar_freedom_attack_chaser_2
def_state_moving = sprint
radius = 5
no_retreat = true
soundgroup = bar_freedom_attack1
on_info = {=rostok_dist_to_actor_le(25)} walker@bar_freedom_attack_chaser_2

;combat_ignore_cond = {!see_actor_and_kruglov}
danger = danger_condition@freedom_attackers

[logic@bar_freedom_attack_chaser_3]
active = camper@bar_freedom_attack_chaser_3
combat_ignore = combat_ignore@rostok_killers

[camper@bar_freedom_attack_chaser_3]
path_walk = chase_3_walk
path_look = chase_3_look
on_signal = arrived_3 | walker@bar_freedom_attack_chaser_3
def_state_moving = sprint
radius = 5
no_retreat = true
soundgroup = bar_freedom_attack1
;combat_ignore_cond = {!see_actor_and_kruglov}
danger = danger_condition@freedom_attackers
on_info = {=rostok_dist_to_actor_le(25)} walker@bar_freedom_attack_chaser_3

[logic@bar_freedom_attack_chaser_4]
active = camper@bar_freedom_attack_chaser_4
combat_ignore = combat_ignore@rostok_killers

[camper@bar_freedom_attack_chaser_4]
path_walk = chase_4_walk
path_look = chase_4_look
on_signal = arrived_4 | walker@bar_freedom_attack_chaser_4
def_state_moving = sprint
radius = 5
no_retreat = true
soundgroup = bar_freedom_attack1
;combat_ignore_cond = {!see_actor_and_kruglov}
danger = danger_condition@freedom_attackers
on_info = {=rostok_dist_to_actor_le(25)} walker@bar_freedom_attack_chaser_4

[logic@bar_freedom_attack_chaser_5]
active = camper@bar_freedom_attack_chaser_5
combat_ignore = combat_ignore@rostok_killers

[camper@bar_freedom_attack_chaser_5]
path_walk = chase_5_walk
path_look = chase_5_look
on_signal = arrived_5 | walker@bar_freedom_attack_chaser_5
def_state_moving = sprint
radius = 5
no_retreat = true
soundgroup = bar_freedom_attack1
;combat_ignore_cond = {!see_actor_and_kruglov}
danger = danger_condition@freedom_attackers
on_info = {=rostok_dist_to_actor_le(25)} walker@bar_freedom_attack_chaser_5

[logic@bar_freedom_attack_chaser_6]
active = camper@bar_freedom_attack_chaser_6
combat_ignore = combat_ignore@rostok_killers

[camper@bar_freedom_attack_chaser_6]
path_walk = chase_6_walk
path_look = chase_6_look
on_signal = arrived_6 | walker@bar_freedom_attack_chaser_6
def_state_moving = sprint
radius = 5
no_retreat = true
soundgroup = bar_freedom_attack1
;combat_ignore_cond = {!see_actor_and_kruglov}
danger = danger_condition@freedom_attackers
on_info = {=rostok_dist_to_actor_le(25)} walker@bar_freedom_attack_chaser_6

[logic@bar_freedom_attack_chaser_7]
active = camper@bar_freedom_attack_chaser_7
combat_ignore = combat_ignore@rostok_killers

[camper@bar_freedom_attack_chaser_7]
path_walk = chase_7_walk
path_look = chase_7_look
on_signal = arrived_7 | walker@bar_freedom_attack_chaser_7
def_state_moving = sprint
radius = 5
no_retreat = true
soundgroup = bar_freedom_attack1
;combat_ignore_cond = {!see_actor_and_kruglov}
danger = danger_condition@freedom_attackers
on_info = {=rostok_dist_to_actor_le(25)} walker@bar_freedom_attack_chaser_7

[logic@bar_freedom_attack_chaser_8]
active = camper@bar_freedom_attack_chaser_8
combat_ignore = combat_ignore@rostok_killers

[camper@bar_freedom_attack_chaser_8]
path_walk = chase_8_walk
path_look = chase_8_look
on_signal = arrived_8 | walker@bar_freedom_attack_chaser_8
def_state_moving = sprint
radius = 5
no_retreat = true
soundgroup = bar_freedom_attack1
;combat_ignore_cond = {!see_actor_and_kruglov}
danger = danger_condition@freedom_attackers
on_info = {=rostok_dist_to_actor_le(25)} walker@bar_freedom_attack_chaser_8

[logic@bar_freedom_attack_chaser_9]
active = camper@bar_freedom_attack_chaser_9
combat_ignore = combat_ignore@rostok_killers

[camper@bar_freedom_attack_chaser_9]
path_walk = chase_9_walk
path_look = chase_9_look
on_signal = arrived_9 | walker@bar_freedom_attack_chaser_9
def_state_moving = sprint
radius = 5
no_retreat = true
soundgroup = bar_freedom_attack1
;combat_ignore_cond = {!see_actor_and_kruglov}
danger = danger_condition@freedom_attackers
on_info = {=rostok_dist_to_actor_le(25)} walker@bar_freedom_attack_chaser_9

[logic@bar_freedom_attack_chaser_10]
active = camper@bar_freedom_attack_chaser_10
combat_ignore = combat_ignore@rostok_killers

[camper@bar_freedom_attack_chaser_10]
path_walk = chase_10_walk
path_look = chase_2_look
def_state_moving = sprint
radius = 0
no_retreat = true
soundgroup = bar_freedom_attack1
;combat_ignore_cond = {!see_actor_and_kruglov}
danger = danger_condition@freedom_attackers
on_info = {=rostok_dist_to_actor_le(25)} walker@bar_freedom_attack_chaser_10

[logic@bar_freedom_attack_chaser_11]
active = camper@bar_freedom_attack_chaser_11
combat_ignore = combat_ignore@rostok_killers

[camper@bar_freedom_attack_chaser_11]
path_walk = chase_11_walk
path_look = chase_2_look
def_state_moving = sprint
radius = 0
no_retreat = true
soundgroup = bar_freedom_attack1
;combat_ignore_cond = {!see_actor_and_kruglov}
danger = danger_condition@freedom_attackers
on_info = {=rostok_dist_to_actor_le(25)} walker@bar_freedom_attack_chaser_11

[logic@bar_freedom_attack_chaser_12]
active = camper@bar_freedom_attack_chaser_12
combat_ignore = combat_ignore@rostok_killers

[camper@bar_freedom_attack_chaser_12]
path_walk = chase_12_walk
path_look = chase_2_look
def_state_moving = sprint
radius = 0
no_retreat = true
soundgroup = bar_freedom_attack1
;combat_ignore_cond = {!see_actor_and_kruglov}
danger = danger_condition@freedom_attackers
on_info = {=rostok_dist_to_actor_le(25)} walker@bar_freedom_attack_chaser_12

[logic@bar_freedom_attack_chaser_13]
active = camper@bar_freedom_attack_chaser_13
combat_ignore = combat_ignore@rostok_killers
on_death = death@bar_freedom_attack_commander

[camper@bar_freedom_attack_chaser_13]
path_walk = chase_13_walk
path_look = chase_2_look
def_state_moving = sprint
radius = 0
no_retreat = true
soundgroup = bar_freedom_attack1
;combat_ignore_cond = {!see_actor_and_kruglov}
danger = danger_condition@freedom_attackers
on_info = {=rostok_dist_to_actor_le(25)} walker@bar_freedom_attack_chaser_13



;walkers
 

[walker@bar_freedom_attack_chaser_1]
path_walk = chase_1_walk
path_look = chase_1_look
soundgroup = bar_freedom_attack1


[walker@bar_freedom_attack_chaser_2]
path_walk = chase_2_walk
path_look = chase_2_look
soundgroup = bar_freedom_attack1


[walker@bar_freedom_attack_chaser_3]
path_walk = chase_3_walk
path_look = chase_3_look
soundgroup = bar_freedom_attack1


[walker@bar_freedom_attack_chaser_4]
path_walk = chase_4_walk
path_look = chase_4_look
soundgroup = bar_freedom_attack1


[walker@bar_freedom_attack_chaser_5]
path_walk = chase_5_walk
path_look = chase_5_look
soundgroup = bar_freedom_attack1


[walker@bar_freedom_attack_chaser_6]
path_walk = chase_6_walk
path_look = chase_6_look
soundgroup = bar_freedom_attack1


[walker@bar_freedom_attack_chaser_7]
path_walk = chase_7_walk
path_look = chase_7_look
soundgroup = bar_freedom_attack1


[walker@bar_freedom_attack_chaser_8]
path_walk = chase_8_walk
path_look = chase_8_look
soundgroup = bar_freedom_attack1


[walker@bar_freedom_attack_chaser_9]
path_walk = chase_9_walk
path_look = chase_9_look
soundgroup = bar_freedom_attack1

[walker@bar_freedom_attack_chaser_10]
path_walk = chase_10_walk
path_look = chase_9_look
soundgroup = bar_freedom_attack1

[walker@bar_freedom_attack_chaser_11]
path_walk = chase_11_walk
path_look = chase_9_look
soundgroup = bar_freedom_attack1

[walker@bar_freedom_attack_chaser_12]
path_walk = chase_12_walk
path_look = chase_9_look
soundgroup = bar_freedom_attack1

[walker@bar_freedom_attack_chaser_13]
path_walk = chase_13_walk
path_look = chase_9_look
soundgroup = bar_freedom_attack1

[logic@bar_freedom_attack_camper_1_relax]
active = walker@bar_freedom_attack_camper_1_relax

[walker@bar_freedom_attack_camper_1_relax]
path_walk = relax_1_walk
path_look = relax_1_look
def_state_moving = assault
soundgroup = bar_freedom_attack1

[logic@bar_freedom_attack_camper_2_relax]
active = walker@bar_freedom_attack_camper_2_relax

[walker@bar_freedom_attack_camper_2_relax]
path_walk = relax_2_walk
path_look = relax_2_look
def_state_moving = assault
soundgroup = bar_freedom_attack1

[logic@bar_freedom_attack_camper_3_relax]
active = walker@bar_freedom_attack_camper_3_relax

[walker@bar_freedom_attack_camper_3_relax]
path_walk = relax_3_walk
path_look = relax_3_look
def_state_moving = assault
soundgroup = bar_freedom_attack1

[logic@bar_freedom_attack_camper_4_relax]
active = walker@bar_freedom_attack_camper_4_relax

[walker@bar_freedom_attack_camper_4_relax]
path_walk = relax_4_walk
path_look = relax_4_look
def_state_moving = assault
soundgroup = bar_freedom_attack1

[logic@bar_freedom_attack_camper_5_relax]
active = walker@bar_freedom_attack_camper_5_relax

[walker@bar_freedom_attack_camper_5_relax]
path_walk = relax_5_walk
path_look = relax_5_look
def_state_moving = assault
soundgroup = bar_freedom_attack1

[logic@bar_freedom_attack_camper_6_relax]
active = walker@bar_freedom_attack_camper_6_relax

[walker@bar_freedom_attack_camper_6_relax]
path_walk = relax_6_walk
path_look = relax_6_look
def_state_moving = assault
soundgroup = bar_freedom_attack1

[logic@bar_freedom_attack_camper_7_relax]
active = walker@bar_freedom_attack_camper_7_relax

[walker@bar_freedom_attack_camper_7_relax]
path_walk = relax_7_walk
path_look = relax_7_look
def_state_moving = assault
soundgroup = bar_freedom_attack1

[logic@bar_freedom_attack_camper_8_relax]
active = walker@bar_freedom_attack_camper_8_relax

[walker@bar_freedom_attack_camper_8_relax]
path_walk = relax_8_walk
path_look = relax_8_look
def_state_moving = assault
soundgroup = bar_freedom_attack1

[logic@bar_freedom_attack_camper_9_relax]
active = walker@bar_freedom_attack_camper_9_relax

[walker@bar_freedom_attack_camper_9_relax]
path_walk = relax_9_walk
path_look = relax_9_look
def_state_moving = assault
soundgroup = bar_freedom_attack1


[logic@bar_freedom_attack_commander_relax]
active = walker@bar_freedom_attack_commander_relax
on_death = death@bar_freedom_attack_commander

[walker@bar_freedom_attack_commander_relax]
path_walk = relax_volkodav_walk
path_look = relax_volkodav_look
def_state_moving = assault
meet = meet@freedom_volkodav
soundgroup = bar_freedom_attack1

;*******************************************************************
; Çàñàäà íà ñòðîéêå
;*******************************************************************

[logic@bar_freedom_chaser_attack_1]
active = camper@bar_freedom_chaser_attack_1

[camper@bar_freedom_chaser_attack_1]
path_walk = 1_walk
path_look = 1_look
def_state_moving = rush

[logic@bar_freedom_chaser_attack_2]
active = camper@bar_freedom_chaser_attack_2

[camper@bar_freedom_chaser_attack_2]
path_walk = 2_walk
path_look = 2_look
def_state_moving = rush

[logic@bar_freedom_chaser_attack_3]
active = camper@bar_freedom_chaser_attack_3

[camper@bar_freedom_chaser_attack_3]
path_walk = 3_walk
path_look = 3_look
def_state_moving = rush

[logic@bar_freedom_chaser_attack_4]
active = camper@bar_freedom_chaser_attack_4

[camper@bar_freedom_chaser_attack_4]
path_walk = 4_walk
path_look = 4_look
def_state_moving = rush

[logic@bar_freedom_chaser_attack_hide_1]
active = camper@bar_freedom_chaser_attack_hide_1

[camper@bar_freedom_chaser_attack_hide_1]
path_walk = hide_1_walk
path_look = hide_1_look
radius = 10
def_state_moving = rush

[logic@bar_freedom_chaser_attack_hide_2]
active = camper@bar_freedom_chaser_attack_hide_2

[camper@bar_freedom_chaser_attack_hide_2]
path_walk = hide_2_walk
path_look = hide_2_look
radius = 10
def_state_moving = rush

[logic@bar_freedom_chaser_attack_hide_3]
active = camper@bar_freedom_chaser_attack_hide_3

[camper@bar_freedom_chaser_attack_hide_3]
path_walk = hide_3_walk
path_look = hide_3_look
radius = 10
def_state_moving = rush

[logic@bar_freedom_chaser_attack_hide_4]
active = camper@bar_freedom_chaser_attack_hide_4

[camper@bar_freedom_chaser_attack_hide_4]
path_walk = hide_4_walk
path_look = hide_4_look
radius = 10
def_state_moving = rush







;*******************************************************************
; Ó÷åííûå
;*******************************************************************


[meet@ecolog_crush]
meet_state = 2|hide
meet_state_wpn = 2|hide
victim = actor
victim_wpn = actor
use = true
use_wpn = true
meet_dialog = bar_ecolog_dialog
precond			= visibility

[meet@ecolog_kruglov]
;meet_state =  3|hello
;meet_state_wpn =  3|hello
;victim = actor
;victim_wpn = actor
use = true
use_wpn = true
precond			= visibility

[meet@ecolog_kruglov_1]
meet_state =  6|wait
meet_state_wpn =  6|wait
victim = actor
victim_wpn = actor
use = true
use_wpn = true
precond			= visibility


[logic@bar_ecolog_crush_sniper_1]
active = camper@bar_ecolog_crush_sniper_1
; nv111106 not currently used
; on_hit = hit@ecolog_crush
combat_ignore = combat_ignore

[camper@bar_ecolog_crush_sniper_1]
path_walk = sniper_1_walk
path_look = sniper_1_look
def_state_moving = assault
on_info = {+bar_rescue_research_chasing_start} walker@bar_ecolog_crush_sniper_chase_1
meet = meet@ecolog_crush
soundgroup = bar_ecolog_crush1
wounded = wounded@ignore_kruglov

[logic@bar_ecolog_crush_sniper_2]
active = camper@bar_ecolog_crush_sniper_2
; nv111106 not currently used
; on_hit = hit@ecolog_crush
combat_ignore = combat_ignore

[camper@bar_ecolog_crush_sniper_2]
path_walk = sniper_2_walk
path_look = sniper_2_look
def_state_moving = assault
on_info = {+bar_rescue_research_chasing_start} walker@bar_ecolog_crush_sniper_chase_2
meet = meet@ecolog_crush
wounded = wounded@ignore_kruglov
soundgroup = bar_ecolog_crush1

[logic@bar_ecolog_crush_sniper_3]
active = camper@bar_ecolog_crush_sniper_3
; nv111106 not currently used
; on_hit = hit@ecolog_crush
combat_ignore = combat_ignore

[camper@bar_ecolog_crush_sniper_3]
path_walk = sniper_3_walk
path_look = sniper_3_look
def_state_moving = assault
on_info = {+bar_rescue_research_chasing_start} walker@bar_ecolog_crush_sniper_chase_3
meet = meet@ecolog_crush
soundgroup = bar_ecolog_crush1
wounded = wounded@ignore_kruglov

[logic@bar_ecolog_crush_sniper_4]
active = camper@bar_ecolog_crush_sniper_4
; nv111106 not currently used
; on_hit = hit@ecolog_crush
combat_ignore = combat_ignore

[camper@bar_ecolog_crush_sniper_4]
path_walk = sniper_4_walk
path_look = sniper_4_look
def_state_moving = assault
on_info = {+bar_rescue_research_chasing_start} walker@bar_ecolog_crush_sniper_chase_4
meet = meet@ecolog_crush
soundgroup = bar_ecolog_crush1
wounded = wounded@ignore_kruglov


; chasing

[walker@bar_ecolog_crush_sniper_chase_1]
path_walk = chase_1_walk
path_look = chase_1_look
def_state_moving = rush
;on_info = {+bar_rescue_research_chasing_end} camper@bar_ecolog_crush_sniper_1
meet = meet@ecolog_crush
soundgroup = bar_ecolog_crush1
;combat_ignore_cond = always
wounded = wounded@ignore_kruglov
on_info = {!rostok_dist_to_actor_le(40)}  %=kill%

[walker@bar_ecolog_crush_sniper_chase_2]
path_walk = chase_2_walk
path_look = chase_2_look
def_state_moving = rush
;on_info = {+bar_rescue_research_chasing_end} camper@bar_ecolog_crush_sniper_2
meet = meet@ecolog_crush
soundgroup = bar_ecolog_crush1
;combat_ignore_cond = always
wounded = wounded@ignore_kruglov
on_info = {!rostok_dist_to_actor_le(40)}  %=kill%

[walker@bar_ecolog_crush_sniper_chase_3]
path_walk = chase_3_walk
path_look = chase_3_look
def_state_moving = rush
;on_info = {+bar_rescue_research_chasing_end} camper@bar_ecolog_crush_sniper_3
meet = meet@ecolog_crush
soundgroup = bar_ecolog_crush1
;combat_ignore_cond = always
wounded = wounded@ignore_kruglov
on_info = {!rostok_dist_to_actor_le(40)}  %=kill%

[walker@bar_ecolog_crush_sniper_chase_4]
path_walk = chase_4_walk
path_look = chase_4_look
def_state_moving = rush
;on_info = {+bar_rescue_research_chasing_end} camper@bar_ecolog_crush_sniper_4
meet = meet@ecolog_crush
soundgroup = bar_ecolog_crush1
;combat_ignore_cond = always
wounded = wounded@ignore_kruglov
on_info = {!rostok_dist_to_actor_le(40)}  %=kill%


;KRUGLOV
[hit@ecolog_professor]
on_info = %=bar_ecolog_hit%

[wounded@ignore_kruglov]
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@bar_ecolog_professor]
active = camper@bar_ecolog_professor
on_death = death@ecolog_crush
combat_ignore = combat_ignore

[camper@bar_ecolog_professor]
path_walk = professor_walk
path_look = professor_look
def_state_moving = assault
meet = meet@ecolog_kruglov
radius = 0
combat_ignore_cond = always
on_info = {+rostok_objective_1 +bar_kruglov_follow_actor -bar_kruglov_follow_talk} walker@bar_ecolog_professor_companion 
on_info2 = {+rostok_objective_1} camper@bar_ecolog_professor_w 
danger = danger_condition@2
wounded = wounded@ignore_kruglov

[camper@bar_ecolog_professor_w]
path_walk = professor_walk
path_look = professor_look_w
def_state_moving = assault
meet = meet@ecolog_kruglov
radius = 0
combat_ignore_cond = always
on_info = {=rostok_dist_to_actor_le(7)} remark@kruglov_dialog_1
danger = danger_condition@2
wounded = wounded@ignore_kruglov


[remark@kruglov_dialog_1]
snd = rostok_kruglov_help_1
anim = hello_wpn
target = actor
meet = meet@ecolog_kruglov
combat_ignore_cond = {!actor_enemy}
on_info = {+bar_kruglov_follow_actor} remark@kruglov_dialog_2
danger = danger_condition@2
wounded = wounded@ignore_kruglov

[remark@kruglov_dialog_2]
snd = rostok_kruglov_help_2
anim = guard_na
target = actor
meet = meet@ecolog_kruglov
combat_ignore_cond = {!actor_enemy}
on_signal = sound_end | walker@bar_ecolog_professor_companion 
danger = danger_condition@2
wounded = wounded@ignore_kruglov

[walker@bar_ecolog_professor_companion]
path_walk = escape_1_walk
on_signal = freedom_chase | camper@bar_rescue_research_hide_1a %=bar_freedom_spam_5 +bar_rescue_research_chasing_start =smart_terrain_force_update(bar_ecolog_crush)%
combat_ignore_cond = {!actor_enemy}
danger = danger_condition@2
wounded = wounded@ignore_kruglov
meet = no_meet
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault

[camper@bar_rescue_research_hide_1a]
path_walk = escape_1a_walk
path_look = escape_hide_1_look
on_signal = arrived_1 | camper@bar_rescue_research_hide_1 %=rostok_kruglov_attract_1 -bar_kruglov_follow_talk =smart_terrain_force_update(bar_freedom_attack)%
combat_ignore_cond = {!actor_enemy}
def_state_moving = assault
danger = danger_condition@2
wounded = wounded@ignore_kruglov
meet = no_meet

[camper@bar_rescue_research_hide_1]
path_walk = escape_hide_1_walk
path_look = escape_hide_1_look
def_state_moving = assault
def_state_campering = hide_na
meet = meet@ecolog_kruglov
no_retreat = true
radius = 0
on_info = {+bar_rescue_research_chasing_end} camper@bar_ecolog_professor_companion_1 
on_info2 = {=rostok_gulag_inactive} remark@bar_ecolog_professor_companion_1 %+bar_rescue_research_chasing_end% 
danger = danger_condition@2
wounded = wounded@ignore_kruglov

[remark@bar_ecolog_professor_companion_1]
snd = rostok_kruglov_help_6
anim = hide_na
target = actor
on_signal = sound_end | camper@bar_ecolog_professor_companion_1 %+bar_kruglov_follow_talk%
combat_ignore_cond = {!actor_enemy}
danger = danger_condition@2
wounded = wounded@ignore_kruglov
tips = rostok_kruglov_follow
meet = no_meet


[camper@bar_ecolog_professor_companion_1]
path_walk = escape_2_walk
path_look = escape_hide_2_look
radius = 0
no_retreat = true
on_signal = bandits_alive | {=rostok_gulag_2_inactive} camper@bar_ecolog_professor_companion_2a %+bar_bandits_dead%, camper@bar_ecolog_professor_companion_1a %+bar_bandits_alive -bar_kruglov_follow_talk =play_snd(characters_voice\scenario\Rostok\killer_radio_enemy_3)%
def_state_moving = assault
danger = danger_condition@2
wounded = wounded@ignore_kruglov
meet = no_meet

[camper@bar_ecolog_professor_companion_1a]
path_walk = escape_2a_walk
path_look = escape_hide_2_look
radius = 0
no_retreat = true
on_signal = arrived_hide_2 | camper@bar_rescue_research_hide_2 %=rostok_kruglov_attract_2%
def_state_moving = assault
danger = danger_condition@2
wounded = wounded@ignore_kruglov
meet = no_meet

[camper@bar_rescue_research_hide_2]
path_walk = escape_hide_2_walk
path_look = escape_hide_2_look
meet = meet@ecolog_kruglov
def_state_moving = assault
radius = 0
on_info = {+bar_bandits_dead} camper@bar_ecolog_professor_companion_2a
on_info2 = {=rostok_gulag_2_inactive} remark@bar_ecolog_professor_companion_2 
danger = danger_condition@2
wounded = wounded@ignore_kruglov

[remark@bar_ecolog_professor_companion_2]
snd = rostok_kruglov_help_6
anim = hide_na
target = actor
on_signal = sound_end | camper@bar_ecolog_professor_companion_2a %+bar_bandits_dead%
combat_ignore_cond = {!actor_enemy}
danger = danger_condition@2
wounded = wounded@ignore_kruglov
tips = rostok_kruglov_follow
meet = no_meet

[camper@bar_ecolog_professor_companion_2a]
path_walk = escape_3a_walk
path_look = escape_look
on_signal = ambush | camper@bar_rescue_research_ambush_hide %-bar_kruglov_follow_talk =rostok_kruglov_ambush%
on_info = {+rostok_spawn_naemniki} camper@bar_rescue_research_ambush_hide %-bar_kruglov_follow_talk%
def_state_moving = assault
radius = 0
no_retreat = true
danger = danger_condition@2
wounded = wounded@ignore_kruglov
meet = no_meet

[camper@bar_rescue_research_ambush_hide]
path_walk = escape_hide_3_walk
path_look = escape_hide_3_look
meet = meet@ecolog_kruglov
def_state_moving = assault
radius = 0
on_info = {+bar_ambush_dead} camper@bar_ecolog_professor_companoin_2
on_info2 = {+rostok_ambush_killer_1_die +rostok_ambush_killer_2_die +rostok_ambush_killer_3_die} remark@bar_ecolog_professor_companion_2a 
danger = danger_condition@2
wounded = wounded@ignore_kruglov

[remark@bar_ecolog_professor_companion_2a]
snd = rostok_kruglov_help_6
anim = hide_na
target = actor
on_signal = sound_end | camper@bar_ecolog_professor_companoin_2 %+bar_ambush_dead%
combat_ignore_cond = {!actor_enemy}
danger = danger_condition@2
wounded = wounded@ignore_kruglov
tips = rostok_kruglov_follow
meet = no_meet

[camper@bar_ecolog_professor_companoin_2]
path_walk = escape_3_walk
path_look = escape_look
radius = 0
no_retreat = true
on_signal = fire_anomaly | %+bar_fire_anomaly_forward%
on_info = {+bar_fire_anomaly_forward} camper@bar_rescue_research_hide_3 %-bar_kruglov_follow_talk%
def_state_moving = assault
danger = danger_condition@2
wounded = wounded@ignore_kruglov
meet = no_meet

[camper@bar_rescue_research_hide_3]
path_walk = escape_stay
path_look = escape_look
meet = meet@ecolog_kruglov
radius = 0
on_info = {=rostok_dist_to_actor_le(12)} remark@bar_ecolog_professor_torrid
danger = danger_condition@2
wounded = wounded@ignore_kruglov

[remark@bar_ecolog_professor_torrid]
snd = rostok_kruglov_torrid
anim = guard
target = actor
on_info = {+bar_kruglov_follow_tunnel} camper@bar_ecolog_professor_torrid %+bar_go_through_anomaly%
combat_ignore_cond = {!actor_enemy}
danger = danger_condition@2
meet = meet@ecolog_kruglov
wounded = wounded@ignore_kruglov

[camper@bar_ecolog_professor_torrid]
path_walk = torrid_walk
path_look = escape_4_look
radius = 0
no_retreat = true
combat_ignore_cond = {!actor_enemy}
on_signal = arrived_torrid |camper@bar_ecolog_professor_companoin_3
def_state_moving = assault
danger = danger_condition@2
wounded = wounded@ignore_kruglov
meet = no_meet


[camper@bar_ecolog_professor_companoin_3]
path_walk = escape_4_walk
path_look = escape_4_look
radius = 0
no_retreat = true
on_signal = arrived |camper@bar_rescue_research_hide_4 %+bar_rescue_research_follow -bar_kruglov_follow_talk%
def_state_moving = assault
danger = danger_condition@2
wounded = wounded@ignore_kruglov
meet = no_meet


[camper@bar_rescue_research_hide_4]
path_walk = end_walk
path_look = end_look
meet = meet@ecolog_kruglov_1
radius = 0
on_info = {=rostok_dist_to_actor_le(7)} remark@kruglov_exit_dialog_1 
danger = danger_condition@2
wounded = wounded@ignore_kruglov

[remark@kruglov_exit_dialog_1]
snd = rostok_kruglov_help_3
anim = guard
target = actor
meet = meet@ecolog_kruglov
combat_ignore_cond = {!actor_enemy}
on_info = {+bar_rescue_research_reward} remark@kruglov_exit_dialog_2 %+bar_rescue_research_done%
danger = danger_condition@2
wounded = wounded@ignore_kruglov

[remark@kruglov_exit_dialog_2]
snd = rostok_kruglov_help_4
anim = guard
target = actor
meet = meet@ecolog_kruglov
combat_ignore_cond = {!actor_enemy}
on_signal = sound_end | walker@bar_ecolog_professor_exit
danger = danger_condition@2
wounded = wounded@ignore_kruglov

[walker@bar_ecolog_professor_exit]
path_walk = escape_5_walk
meet = meet@ecolog_kruglov_1
danger = danger_condition@2
wounded = wounded@ignore_kruglov
on_timer = 5000 | walker@bar_ecolog_professor_exit_w 

[walker@bar_ecolog_professor_exit_w]
path_walk = escape_5_walk
meet = no_meet
danger = danger_condition@2
wounded = wounded@ignore_kruglov

[death@ecolog_crush]
;on_info = {=killed_by_actor +bar_kill_professor_start} %+bar_rescue_research_dead +bar_kill_professor_done +bar_rescue_research_corruped +bar_heli_scene_professor_die%, {+bar_kill_professor_start} %+bar_rescue_research_dead +bar_kill_professor_fail +bar_rescue_research_corruped +bar_heli_scene_professor_die%, %+bar_rescue_research_dead +bar_rescue_research_corruped +bar_heli_scene_professor_die%
on_info = {-bar_rescue_research_done} %+bar_rescue_research_fail +bar_heli_scene_professor_die +bar_rescue_research_corruped +sar2_death_13%, %+bar_heli_scene_professor_die +sar2_death_13%

[danger_condition@2]
ignore_distance       = 0
ignore_distance_grenade = 0
ignore_distance_corpse  = 0
; nv130224 typo corrected per castl
; ignore_distance_danger_hit     = 0
ignore_distance_hit     = 0
ignore_distance_sound   = 0
danger_inertion_time_grenade = 0
danger_inertion_time_corpse = 0
danger_inertion_time_hit = 0
danger_inertion_time_sound = 0

[danger_condition@freedom_attackers]
ignore_distance       = 0
ignore_distance_grenade = 0
ignore_distance_corpse  = 0
ignore_distance_sound   = 0 
danger_inertion_time_sound = 1


;*******************************************************************
; Çàñàäà áîåâèêîâ Íàåìíèêîâ íà ñòðîéêå
;*******************************************************************

[logic@bar_svoboda_ambush_sniper_1]
active = camper@bar_svoboda_ambush_sniper_1

[camper@bar_svoboda_ambush_sniper_1]
path_walk = 1_walk
path_look = 1_look
sniper = true
radius = 15
soundgroup = bar_svoboda_ambush1

[logic@bar_svoboda_ambush_sniper_2]
active = camper@bar_svoboda_ambush_sniper_2

[camper@bar_svoboda_ambush_sniper_2]
path_walk = 2_walk
path_look = 2_look
soundgroup = bar_svoboda_ambush1
radius = 25

[logic@bar_svoboda_ambush_sniper_3]
active = camper@bar_svoboda_ambush_sniper_3

[camper@bar_svoboda_ambush_sniper_3]
path_walk = 3_walk
path_look = 3_look
soundgroup = bar_svoboda_ambush1
radius = 20

[logic@bar_svoboda_ambush_sniper_4]
active = camper@bar_svoboda_ambush_sniper_4

[camper@bar_svoboda_ambush_sniper_4]
path_walk = 4_walk
path_look = 4_look
soundgroup = bar_svoboda_ambush1
radius = 15

[logic@bar_svoboda_ambush_sniper_5]
active = camper@bar_svoboda_ambush_sniper_5
on_death = death@bar_svoboda_ambush_sniper_5

[death@bar_svoboda_ambush_sniper_5]
on_info = %+sar2_death_56%

[camper@bar_svoboda_ambush_sniper_5]
path_walk = 5_walk
path_look = 5_look
soundgroup = bar_svoboda_ambush1
radius = 25

[logic@bar_svoboda_ambush_sniper_6]
active = camper@bar_svoboda_ambush_sniper_6

[camper@bar_svoboda_ambush_sniper_6]
path_walk = 6_walk
path_look = 6_look
sniper = true
soundgroup = bar_svoboda_ambush1
radius = 15

[logic@bar_svoboda_ambush_sniper_7]
active = camper@bar_svoboda_ambush_sniper_7

[camper@bar_svoboda_ambush_sniper_7]
path_walk = 7_walk
path_look = 7_look
soundgroup = bar_svoboda_ambush1
radius = 25



;*****************************************************************
; ARENA MONSTR
;*****************************************************************
[logic@bar_arena_monstr_pseudodog_none]
active = mob_walker@bar_arena_monstr
on_death = mob_death@bar_arena_monstr_pseudodog

[mob_walker@bar_arena_monstr]
path_walk = walk_2
path_look = look

[logic@bar_arena_monstr_pseudodog]
active = mob_walker@bar_arena_monstr_pseudodog
on_death = mob_death@bar_arena_monstr_pseudodog

[mob_walker@bar_arena_monstr_pseudodog]
path_walk = walk
path_look = look
on_signal = arrived |  %+bar_arena_monstr_ready =bar_arena_hit%

[mob_death@bar_arena_monstr_pseudodog]
on_info = %+bar_arena_pseudodog_defeated +bar_arena_monstr_dead%


[logic@bar_arena_monstr_snork_none]
active = mob_walker@bar_arena_monstr
on_death = mob_death@bar_arena_monstr_snork

[logic@bar_arena_monstr_snork]
active = mob_walker@bar_arena_monstr_snork
on_death = mob_death@bar_arena_monstr_snork

[mob_walker@bar_arena_monstr_snork]
braindead = true
path_walk = walk
path_look = look
on_signal = arrived |  %+bar_arena_monstr_ready =bar_arena_hit%

[mob_death@bar_arena_monstr_snork]
on_info = %+bar_arena_snork_defeated +bar_arena_monstr_dead%


[logic@bar_arena_monstr_bloodsucker_none]
active = mob_walker@bar_arena_monstr
on_death = mob_death@bar_arena_monstr_bloodsucker

[logic@bar_arena_monstr_bloodsucker]
active = mob_walker@bar_arena_monstr_bloodsucker
on_death = mob_death@bar_arena_monstr_bloodsucker

[mob_walker@bar_arena_monstr_bloodsucker]
braindead = true
path_walk = walk
path_look = look
on_signal = arrived |  %+bar_arena_monstr_ready =bar_arena_hit%

[mob_death@bar_arena_monstr_bloodsucker]
on_info = %+bar_arena_bloodsucker_defeated +bar_arena_monstr_dead%


[logic@bar_arena_monstr_burer_none]
active = mob_walker@bar_arena_monstr
on_death = mob_death@bar_arena_monstr_burer

[logic@bar_arena_monstr_burer]
active = mob_walker@bar_arena_monstr_burer
on_death = mob_death@bar_arena_monstr_burer

[mob_walker@bar_arena_monstr_burer]
braindead = true
path_walk = walk
path_look = look
on_signal = arrived |  %+bar_arena_monstr_ready =bar_arena_hit%

[mob_death@bar_arena_monstr_burer]
on_info = %+bar_arena_burer_defeated +bar_arena_monstr_dead%


[logic@bar_arena_monstr_savage_none]
active = mob_walker@bar_arena_monstr
on_death = death@bar_arena_monstr_savage

[logic@bar_arena_monstr_savage]
active = camper@bar_arena_monstr_savage
on_death = death@bar_arena_monstr_savage

[camper@bar_arena_monstr_savage]
path_walk = walk
path_look = look
on_signal = arrived |  %+bar_arena_monstr_ready =bar_arena_hit%
danger = danger@bar_arena_monstr_savage

[danger@bar_arena_monstr_savage]
ignore_distance = 0
ignore_types = grenade, hit, corpse, sound

[death@bar_arena_monstr_savage]
on_info = %+bar_arena_savage_defeated +bar_arena_monstr_dead +sar2_death_53%		
		
		
		
