
;*************** dead_city_naymitu *******************

[logic@dead_city_naymitu_walker1]
active = walker1@dead_city_naymitu

[walker1@dead_city_naymitu]
path_walk = krek1_walk
path_look = krek1_look


[logic@dead_city_naymitu_kamp1]
active = kamp1@dead_city_naymitu

[kamp1@dead_city_naymitu]
center_point  = dvor_camp_center
path_walk = dvor_camp_center_task
radius = 2.4
on_timer = 200000 | kamp2@dead_city_naymitu

[kamp2@dead_city_naymitu]
center_point  = shtab_camp_center
path_walk = shtab_camp_center_task
radius = 2.4
on_timer = 200000 | kamp1@dead_city_naymitu


[logic@dead_city_naymitu_walker2]
active = walker2@dead_city_naymitu

[walker2@dead_city_naymitu]
path_walk = krek2_walk
path_look = krek2_look


[logic@dead_city_naymitu_walker3]
active = walker3@dead_city_naymitu

[walker3@dead_city_naymitu]
path_walk = krek3_walk
path_look = krek3_look


[logic@dead_city_naymitu_walker4]
active = walker4@dead_city_naymitu

[walker4@dead_city_naymitu]
path_walk = krek4_walk
path_look = krek4_look


[logic@dead_city_naymitu_walker5]
active = walker5@dead_city_naymitu

[walker5@dead_city_naymitu]
path_walk = krek5_walk
path_look = krek5_look


[logic@dead_city_naymitu_kamp3]
active = kamp3@dead_city_naymitu

[kamp3@dead_city_naymitu]
center_point  = dvor_camp_center
path_walk = dvor_camp_center_task
radius = 2.4
on_timer = 100000 | walker6@dead_city_naymitu

[walker6@dead_city_naymitu]
path_walk = krek6_walk
path_look = krek6_look
on_timer = 50000 | kamp4@dead_city_naymitu

[kamp4@dead_city_naymitu]
center_point  = dvor_camp_center
path_walk = dvor_camp_center_task
radius = 2.4
on_timer = 90000 | walker7@dead_city_naymitu

[walker7@dead_city_naymitu]
path_walk = krek7_walk
path_look = krek7_look
on_timer = 50000 | kamp3@dead_city_naymitu


[logic@dead_city_naymitu_kamp5]
active = kamp5@dead_city_naymitu

[kamp5@dead_city_naymitu]
center_point  = shtab_camp_center
path_walk = shtab_camp_center_task
radius = 2.4
on_timer = 130000 | walker8@dead_city_naymitu

[walker8@dead_city_naymitu]
path_walk = krek8_walk
path_look = krek8_look
on_timer = 120000 | kamp5@dead_city_naymitu



;*************** dead_city_banda *******************

[logic@dead_city_banda_walker1]
active = walker1@dead_city_banda

[walker1@dead_city_banda]
path_walk = indus1_walk
path_look = indus1_look
danger = danger_ignore@dead_city_banda
meet = meet@dead_city_banda


[logic@dead_city_banda_kamp1]
active = kamp1@dead_city_banda

[kamp1@dead_city_banda]
center_point  = bandit_camp_center
path_walk = bandit_camp_center_task
radius = 2.4
danger = danger_ignore@dead_city_banda
meet = meet@dead_city_banda
on_timer = 200000 | kamp2@dead_city_banda

[kamp2@dead_city_banda]
center_point  = bandit1_camp_center
path_walk = bandit1_camp_center_task
radius = 2.4
danger = danger_ignore@dead_city_banda
meet = meet@dead_city_banda
on_timer = 150000 | kamp1@dead_city_banda


[logic@dead_city_banda_walker2]
active = walker2@dead_city_banda

[walker2@dead_city_banda]
path_walk = indus2_walk
path_look = indus2_look
danger = danger_ignore@dead_city_banda
meet = meet@dead_city_banda


[logic@dead_city_banda_walker3]
active = walker3@dead_city_banda

[walker3@dead_city_banda]
path_walk = indus3_walk
path_look = indus3_look
danger = danger_ignore@dead_city_banda
meet = meet@dead_city_banda


[logic@dead_city_banda_walker4]
active = walker4@dead_city_banda

[walker4@dead_city_banda]
path_walk = indus4_walk
path_look = indus4_look
danger = danger_ignore@dead_city_banda
meet = meet@dead_city_banda


[logic@dead_city_banda_walker5]
active = walker5@dead_city_banda

[walker5@dead_city_banda]
path_walk = indus5_walk
path_look = indus5_look
danger = danger_ignore@dead_city_banda
meet = meet@dead_city_banda


[logic@dead_city_banda_kamp3]
active = kamp3@dead_city_banda

[kamp3@dead_city_banda]
center_point  = bandit1_camp_center
path_walk = bandit1_camp_center_task
radius = 2.4
danger = danger_ignore@dead_city_banda
meet = meet@dead_city_banda
on_timer = 150000 | kamp4@dead_city_banda

[kamp4@dead_city_banda]
center_point  = bandit_camp_center
path_walk = bandit_camp_center_task
radius = 2.4
danger = danger_ignore@dead_city_banda
meet = meet@dead_city_banda
on_timer = 150000 | kamp3@dead_city_banda


[logic@dead_city_banda_kamp5]
active = kamp5@dead_city_banda

[kamp5@dead_city_banda]
center_point  = bandit1_camp_center
path_walk = bandit1_camp_center_task
radius = 2.4
danger = danger_ignore@dead_city_banda
meet = meet@dead_city_banda
on_timer = 130000 | kamp6@dead_city_banda

[kamp6@dead_city_banda]
center_point  = bandit_camp_center
path_walk = bandit_camp_center_task
radius = 2.4
danger = danger_ignore@dead_city_banda
meet = meet@dead_city_banda
on_timer = 160000 | kamp5@dead_city_banda


[meet@dead_city_banda]
use = true
use_wpn = true
meet_talk_enabled = true

[danger_ignore@dead_city_banda]
ignore_distance = 10


;*************** dead_city_stalkers *******************

[logic@dead_city_stalkers_walker1]
active = walker1@dead_city_stalkers

[walker1@dead_city_stalkers]
path_walk = nischiy1_walk
path_look = nischiy1_look
danger = danger_ignore@dead_city_stalkers
meet = meet@dead_city_stalkers


[logic@dead_city_stalkers_walker2]
active = walker2@dead_city_stalkers

[walker2@dead_city_stalkers]
path_walk = nischiy2_walk
path_look = nischiy2_look
danger = danger_ignore@dead_city_stalkers
meet = meet@dead_city_stalkers


[logic@dead_city_stalkers_kamp3]
active = kamp3@dead_city_stalkers
danger = danger_ignore@dead_city_stalkers
meet = meet@dead_city_stalkers

[kamp3@dead_city_stalkers]
center_point  = dom_camp_center
path_walk = dom_camp_center_task
radius = 2.2
on_timer = 65000 | walker3@dead_city_stalkers

[walker3@dead_city_stalkers]
path_walk = nischiy5_walk
path_look = nischiy5_look
on_timer = 95000 | kamp3@dead_city_stalkers


[logic@dead_city_stalkers_walker4]
active = walker4@dead_city_stalkers

[walker4@dead_city_stalkers]
path_walk = nischiy4_walk
path_look = nischiy4_look
danger = danger_ignore@dead_city_stalkers
meet = meet@dead_city_stalkers


[logic@dead_city_stalkers_kamp5]
active = kamp5@dead_city_stalkers
danger = danger_ignore@dead_city_stalkers
meet = meet@dead_city_stalkers

[kamp5@dead_city_stalkers]
center_point  = ulitsa_camp_center
path_walk = ulitsa_camp_center_task
radius = 2.7
on_timer = 90000 | kamp1@dead_city_stalkers

[kamp1@dead_city_stalkers]
center_point  = dom_camp_center
path_walk = dom_camp_center_task
radius = 2.2
on_timer = 80000 | kamp5@dead_city_stalkers


[meet@dead_city_stalkers]
use = true
use_wpn = true
meet_talk_enabled = true

[danger_ignore@dead_city_stalkers]
ignore_distance = 0


;*************** esc_podmoga_bandit ******************

[logic@esc_podmoga_bandit_walker1]
active = walker1@esc_podmoga_bandit

[walker1@esc_podmoga_bandit]
path_walk = obrek1_walk
path_look = obrek1_look


[logic@esc_podmoga_bandit_walker2]
active = walker2@esc_podmoga_bandit

[walker2@esc_podmoga_bandit]
path_walk = obrek2_walk
path_look = obrek2_look


[logic@esc_podmoga_bandit_walker3]
active = walker3@esc_podmoga_bandit

[walker3@esc_podmoga_bandit]
path_walk = obrek3_walk
path_look = obrek3_look


[logic@esc_podmoga_bandit_walker4]
active = walker4@esc_podmoga_bandit

[walker4@esc_podmoga_bandit]
path_walk = obrek4_walk
path_look = obrek4_look


;**************************************************
;*************** LAND GREEN *******************
;**************************************************

[logic@aver_hunter_kamp1]
active = kamp1@aver_hunter

[kamp1@aver_hunter]
center_point  = camp_center
path_walk = camp_center_task
radius = 2.0


[logic@aver_hunter_kamp2]
active = kamp2@aver_hunter

[kamp2@aver_hunter]
center_point  = camp_center
path_walk = camp_center_task
radius = 2.0


[logic@aver_hunter_walker3]
active = walker3@aver_hunter

[walker3@aver_hunter]
path_walk = hunt3_walk
path_look = hunt3_look


[logic@aver_hunter_walker4]
active = walker4@aver_hunter

[walker4@aver_hunter]
path_walk = hunt4_walk
path_look = hunt4_look


;*************** Наемники на Ростке у костра *******************

[logic@rost_naem_koster_kamp1]
active = kamp1@rost_naem_koster

[kamp1@rost_naem_koster]
center_point  = camp_center
path_walk = camp_center_task
radius = 2.3

[logic@rost_naem_koster_kamp2]
active = kamp2@rost_naem_koster

[kamp2@rost_naem_koster]
center_point  = camp_center
path_walk = camp_center_task
radius = 2.3

[logic@rost_naem_koster_kamp3]
active = kamp1@rost_naem_koster

[kamp3@rost_naem_koster]
center_point  = camp_center
path_walk = camp_center_task
radius = 2.3


;**************************************************
;*************** Свобода на Варлабе *******************
;**************************************************
[logic@warlab_svobodovzu_walker1]
active = walker1@warlab_svobodovzu

[walker1@warlab_svobodovzu]
path_walk = kloun1_walk
path_look = kloun1_look


[logic@warlab_svobodovzu_walker2]
active = walker2@warlab_svobodovzu

[walker2@warlab_svobodovzu]
path_walk = kloun2_walk
path_look = kloun2_look


[logic@warlab_svobodovzu_walker3]
active = walker3@warlab_svobodovzu

[walker3@warlab_svobodovzu]
path_walk = kloun3_walk
path_look = kloun3_look


[logic@warlab_svobodovzu_walker4]
active = walker4@warlab_svobodovzu

[walker4@warlab_svobodovzu]
path_walk = kloun4_walk
path_look = kloun4_look


[logic@warlab_svobodovzu_kamp5]
active = kamp5@warlab_svobodovzu

[kamp5@warlab_svobodovzu]
center_point  = camp_center
path_walk = camp_center_task
radius = 2.2


[logic@warlab_svobodovzu_kamp6]
active = kamp6@warlab_svobodovzu

[kamp6@warlab_svobodovzu]
center_point  = camp_center
path_walk = camp_center_task
radius = 2.2


[logic@warlab_svobodovzu_walker7]
active = walker7@warlab_svobodovzu

[walker7@warlab_svobodovzu]
path_walk = kloun7_walk
path_look = kloun7_look


[logic@warlab_svobodovzu_kamp8]
active = kamp8@warlab_svobodovzu

[kamp8@warlab_svobodovzu]
center_point  = camp_center1
path_walk = camp_center1_task
radius = 2.2


[logic@warlab_svobodovzu_kamp9]
active = kamp9@warlab_svobodovzu

[kamp9@warlab_svobodovzu]
center_point  = camp_center1
path_walk = camp_center1_task
radius = 2.2


[logic@warlab_svobodovzu_walker10]
active = walker10@warlab_svobodovzu

[walker10@warlab_svobodovzu]
path_walk = kloun10_walk
path_look = kloun10_look


[logic@warlab_svobodovzu_kamp11]
active = kamp11@warlab_svobodovzu

[kamp11@warlab_svobodovzu]
center_point  = camp_center2
path_walk = camp_center2_task
radius = 2.2


[logic@warlab_svobodovzu_kamp12]
active = kamp12@warlab_svobodovzu

[kamp12@warlab_svobodovzu]
center_point  = camp_center2
path_walk = camp_center2_task
radius = 2.2


[logic@warlab_svobodovzu_walker13]
active = walker13@warlab_svobodovzu

[walker13@warlab_svobodovzu]
path_walk = kloun13_walk
path_look = kloun13_look


[logic@warlab_svobodovzu_walker14]
active = walker14@warlab_svobodovzu

[walker14@warlab_svobodovzu]
path_walk = kloun14_walk
path_look = kloun14_look


[logic@warlab_svobodovzu_walker15]
active = walker15@warlab_svobodovzu

[walker15@warlab_svobodovzu]
path_walk = kloun15_walk
path_look = kloun15_look


[logic@warlab_svobodovzu_walker16]
active = walker16@warlab_svobodovzu

[walker16@warlab_svobodovzu]
path_walk = kloun16_walk
path_look = kloun16_look


[logic@warlab_svobodovzu_walker17]
active = walker17@warlab_svobodovzu

[walker17@warlab_svobodovzu]
path_walk = kloun17_walk
path_look = kloun17_look


[logic@warlab_svobodovzu_walker18]
active = walker18@warlab_svobodovzu

[walker18@warlab_svobodovzu]
path_walk = kloun18_walk
path_look = kloun18_look


[logic@warlab_svobodovzu_walker19]
active = walker19@warlab_svobodovzu

[walker19@warlab_svobodovzu]
path_walk = kloun19_walk
path_look = kloun19_look


;-------------------------------------------------------------------------------------------------
;-- village_gulag_big
;-------------------------------------------------------------------------------------------------
[logic@village_gulag_big_walker1]
active = walker1@village_gulag_big

[walker1@village_gulag_big]
path_walk = kazak1_walk
path_look = kazak1_look

[logic@village_gulag_big_walker2]
active = walker2@village_gulag_big

[walker2@village_gulag_big]
path_walk = kazak2_walk
path_look = kazak2_look

[logic@village_gulag_big_kamp3]
active = kamp3@village_gulag_big

[kamp3@village_gulag_big]
center_point  = camp_center
path_walk = camp_center_task
radius = 2.2
on_timer = 70000 | walker9@village_gulag_big

[walker9@village_gulag_big]
path_walk = kazak9_walk
path_look = kazak9_look
on_timer = 50000 | kamp3@village_gulag_big

[logic@village_gulag_big_kamp4]
active = kamp4@village_gulag_big

[kamp4@village_gulag_big]
center_point  = camp_center
path_walk = camp_center_task
radius = 2.2
on_timer = 90000 | walker8@village_gulag_big

[walker8@village_gulag_big]
path_walk = kazak8_walk
path_look = kazak8_look
on_timer = 60000 | kamp4@village_gulag_big


[logic@village_gulag_big_walker5]
active = walker5@village_gulag_big

[walker5@village_gulag_big]
path_walk = kazak5_walk
path_look = kazak5_look


[logic@village_gulag_big_walker6]
active = walker6@village_gulag_big

[walker6@village_gulag_big]
path_walk = kazak6_walk
path_look = kazak6_look


[logic@village_gulag_big_walker7]
active = walker7@village_gulag_big

[walker7@village_gulag_big]
path_walk = kazak7_walk
path_look = kazak7_look


;-------------------------------------------------------------------------------------------------
;-- generators_orly
;-------------------------------------------------------------------------------------------------
[logic@generators_orly_zemlyk]
active = walker@generators_orly

[walker@generators_orly]
path_walk = orel_walk
path_look = orel_look
on_timer = 270000 | kamp@generators_orly

[kamp@generators_orly]
center_point  = camp_center1
path_walk = camp_center1_task
radius = 2.2 
on_timer = 120000 | walker@generators_orly


[logic@generators_orly_kamp1]
active = kamp1@generators_orly

[kamp1@generators_orly]
center_point  = camp_center1
path_walk = camp_center1_task
radius = 2.2
on_timer = 90000 | kamp7@generators_orly

[kamp7@generators_orly]
center_point  = camp_center
path_walk = camp_center_task
radius = 2.2
on_timer = 90000 | kamp1@generators_orly


[logic@generators_orly_walker2]
active = walker2@generators_orly

[walker2@generators_orly]
path_walk = orel2_walk
path_look = orel2_look
on_timer = 100000 | kamp8@generators_orly

[kamp8@generators_orly]
center_point  = camp_center1
path_walk = camp_center1_task
radius = 2.2
on_timer = 90000 | walker2@generators_orly


[logic@generators_orly_walker3]
active = walker3@generators_orly

[walker3@generators_orly]
path_walk = orel3_walk
path_look = orel3_look
on_timer = 100000 | kamp9@generators_orly

[kamp9@generators_orly]
center_point  = camp_center
path_walk = camp_center_task
radius = 2.2
on_timer = 100000 | walker4@generators_orly


[logic@generators_orly_walker4]
active = walker4@generators_orly

[walker4@generators_orly]
path_walk = orel4_walk
path_look = orel4_look
on_timer = 100000 | kamp10@generators_orly

[kamp10@generators_orly]
center_point  = camp_center
path_walk = camp_center_task
radius = 2.2
on_timer = 100000 | walker3@generators_orly


[logic@generators_orly_kamp5]
active = kamp5@generators_orly

[kamp5@generators_orly]
center_point  = camp_center
path_walk = camp_center_task
radius = 2.2
on_timer = 120000 | kamp11@generators_orly

[kamp11@generators_orly]
center_point  = camp_center1
path_walk = camp_center1_task
radius = 2.2
on_timer = 110000 | kamp5@generators_orly


[logic@generators_orly_kamp6]
active = kamp6@generators_orly

[kamp6@generators_orly]
center_point  = camp_center
path_walk = camp_center_task
radius = 2.2


;*************** black_generators *******************

[logic@black_generators_walker1]
active = walker1@black_generators

[walker1@black_generators]
path_walk = profi1_walk
path_look = profi1_look
meet = no_meet

[logic@black_generators_walker2]
active = walker2@black_generators

[walker2@black_generators]
path_walk = profi2_walk
path_look = profi2_look
meet = no_meet

[logic@black_generators_walker3]
active = walker3@black_generators

[walker3@black_generators]
path_walk = profi3_walk
path_look = profi3_look
meet = no_meet

[logic@black_generators_walker4]
active = walker4@black_generators

[walker4@black_generators]
path_walk = profi4_walk
path_look = profi4_look
meet = no_meet

[logic@black_generators_walker5]
active = walker5@black_generators

[walker5@black_generators]
path_walk = profi5_walk
path_look = profi5_look
meet = no_meet

[logic@black_generators_walker6]
active = walker6@black_generators

[walker6@black_generators]
path_walk = profi6_walk
path_look = profi6_look
meet = no_meet

[logic@black_generators_walker7]
active = walker7@black_generators

[walker7@black_generators]
path_walk = profi7_walk
path_look = profi7_look
meet = no_meet

[logic@black_generators_walker8]
active = walker8@black_generators

[walker8@black_generators]
path_walk = profi8_walk
path_look = profi8_look
meet = no_meet

[logic@black_generators_walker9]
active = walker9@black_generators

[walker9@black_generators]
path_walk = profi9_walk
path_look = profi9_look
meet = no_meet

[logic@black_generators_walker10]
active = walker10@black_generators

[walker10@black_generators]
path_walk = profi10_walk
path_look = profi10_look
meet = no_meet


;*************** hospital_black *******************

[logic@hospital_black_walker1]
active = walker1@hospital_black

[walker1@hospital_black]
path_walk = psix1_walk
path_look = psix1_look
on_timer = 30000 | walker4@hospital_black

[walker4@hospital_black]
path_walk = psix2_walk
path_look = psix2_look
on_timer = 30000 | walker1@hospital_black


[logic@hospital_black_walker2]
active = walker2@hospital_black

[walker2@hospital_black]
path_walk = zdorov1_walk
path_look = zdorov1_look


[logic@hospital_black_walker3]
active = walker3@hospital_black

[walker3@hospital_black]
path_walk = karaul1_walk
path_look = karaul1_look


;-------------------------------------------------------------------------------------------------
;-- Гулаг свободы на генераторах
;-------------------------------------------------------------------------------------------------
[logic@generators_svoboda_walker1]
active = walker1@generators_svoboda

[walker1@generators_svoboda]
path_walk = anarhist1_walk
path_look = anarhist1_look
on_timer = 70000 | kamp1@generators_svoboda

[kamp1@generators_svoboda]
center_point  = camp_center
path_walk = camp_center_task
radius = 2.0 
on_timer = 80000 | walker1@generators_svoboda


[logic@generators_svoboda_walker2]
active = walker2@generators_svoboda

[walker2@generators_svoboda]
path_walk = anarhist2_walk
path_look = anarhist2_look
on_timer = 65000 | kamp2@generators_svoboda

[kamp2@generators_svoboda]
center_point  = camp_center
path_walk = camp_center_task
radius = 2.0
on_timer = 95000 | walker2@generators_svoboda


[logic@generators_svoboda_kamp3]
active = kamp3@generators_svoboda

[kamp3@generators_svoboda]
center_point  = camp_center
path_walk = camp_center_task
radius = 2.0


[logic@generators_svoboda_kamp4]
active = kamp4@generators_svoboda

[kamp4@generators_svoboda]
center_point  = camp_center
path_walk = camp_center_task
radius = 2.0


;-------------------------------------------------------------------------------------------------
;-- village_gulag_small
;-------------------------------------------------------------------------------------------------
[logic@village_gulag_small_walker1]
active = walker1@village_gulag_small

[walker1@village_gulag_small]
path_walk = uxar1_walk
path_look = uxar1_look
on_timer = 70000 | kamp1@village_gulag_small

[kamp1@village_gulag_small]
center_point  = camp_center
path_walk = camp_center_task
radius = 2.0 
on_timer = 90000 | walker1@village_gulag_small


[logic@village_gulag_small_walker2]
active = walker2@village_gulag_small

[walker2@village_gulag_small]
path_walk = uxar2_walk
path_look = uxar2_look
on_timer = 65000 | kamp2@village_gulag_small

[kamp2@village_gulag_small]
center_point  = camp_center
path_walk = camp_center_task
radius = 2.0
on_timer = 95000 | walker2@village_gulag_small


[logic@village_gulag_small_kamp3]
active = kamp3@village_gulag_small

[kamp3@village_gulag_small]
center_point  = camp_center
path_walk = camp_center_task
radius = 2.0
on_timer = 100000 | walker3@village_gulag_small

[walker3@village_gulag_small]
path_walk = uxar3_walk
path_look = uxar3_look
on_timer = 70000 | kamp3@village_gulag_small


;-------------------------------------------------------------------------------------------------
;-- Гулаг бандитов в деревне
;-------------------------------------------------------------------------------------------------
[logic@lost_village_bandit_walker1]
active = walker1@lost_village_bandit

[walker1@lost_village_bandit]
path_walk = vor1_walk
path_look = vor1_look
on_timer = 70000 | kamp1@lost_village_bandit

[kamp1@lost_village_bandit]
center_point  = camp_center
path_walk = camp_center_task
radius = 2.0 
on_timer = 80000 | walker1@lost_village_bandit


[logic@lost_village_bandit_walker2]
active = walker2@lost_village_bandit

[walker2@lost_village_bandit]
path_walk = vor2_walk
path_look = vor2_look
on_timer = 65000 | kamp2@lost_village_bandit

[kamp2@lost_village_bandit]
center_point  = camp_center
path_walk = camp_center_task
radius = 2.0
on_timer = 95000 | walker2@lost_village_bandit


[logic@lost_village_bandit_kamp3]
active = kamp3@lost_village_bandit

[kamp3@lost_village_bandit]
center_point  = camp_center
path_walk = camp_center_task
radius = 2.0
on_timer = 80000 | walker3@lost_village_bandit

[walker3@lost_village_bandit]
path_walk = vor3_walk
path_look = vor3_look
on_timer = 70000 | kamp3@lost_village_bandit


[logic@lost_village_bandit_kamp4]
active = kamp4@lost_village_bandit

[kamp4@lost_village_bandit]
center_point  = camp_center
path_walk = camp_center_task
radius = 2.0


;-------------------------------------------------------------------------------------------------
;-- ATP BANDITS
;-------------------------------------------------------------------------------------------------
[logic@atp_fabrika_bandit_walker1]
active = walker1@atp_fabrika_bandit

[walker1@atp_fabrika_bandit]
path_walk = boez1_walk
path_look = boez1_look

[logic@atp_fabrika_bandit_walker2]
active = walker2@atp_fabrika_bandit

[walker2@atp_fabrika_bandit]
path_walk = boez2_walk
path_look = boez2_look

[logic@atp_fabrika_bandit_walker3]
active = walker3@atp_fabrika_bandit

[walker3@atp_fabrika_bandit]
path_walk = boez3_walk
path_look = boez3_look

[logic@atp_fabrika_bandit_walker4]
active = walker4@atp_fabrika_bandit

[walker4@atp_fabrika_bandit]
path_walk = boez4_walk
path_look = boez4_look


[logic@atp_fabrika_bandit_walker5]
active = walker5@atp_fabrika_bandit

[walker5@atp_fabrika_bandit]
path_walk = boez5_walk
path_look = boez5_look


[logic@atp_fabrika_bandit_walker6]
active = walker6@atp_fabrika_bandit

[walker6@atp_fabrika_bandit]
path_walk = boez6_walk
path_look = boez6_look


[logic@atp_fabrika_bandit_walker7]
active = walker7@atp_fabrika_bandit

[walker7@atp_fabrika_bandit]
path_walk = boez7_walk
path_look = boez7_look


[logic@atp_fabrika_bandit_walker8]
active = walker8@atp_fabrika_bandit

[walker8@atp_fabrika_bandit]
path_walk = boez8_walk
path_look = boez8_look


[logic@atp_fabrika_bandit_walker9]
active = walker9@atp_fabrika_bandit

[walker9@atp_fabrika_bandit]
path_walk = boez9_walk
path_look = boez9_look


[logic@atp_fabrika_bandit_walker10]
active = walker10@atp_fabrika_bandit

[walker10@atp_fabrika_bandit]
path_walk = boez10_walk
path_look = boez10_look


[logic@atp_fabrika_bandit_walker11]
active = walker11@atp_fabrika_bandit

[walker11@atp_fabrika_bandit]
path_walk = boez11_walk
path_look = boez11_look


[logic@atp_fabrika_bandit_walker12]
active = walker12@atp_fabrika_bandit

[walker12@atp_fabrika_bandit]
path_walk = boez12_walk
path_look = boez12_look


[logic@atp_fabrika_bandit_walker13]
active = walker13@atp_fabrika_bandit

[walker13@atp_fabrika_bandit]
path_walk = boez13_walk
path_look = boez13_look


[logic@atp_fabrika_bandit_walker14]
active = walker14@atp_fabrika_bandit

[walker14@atp_fabrika_bandit]
path_walk = boez14_walk
path_look = boez14_look


[logic@atp_fabrika_bandit_walker15]
active = walker15@atp_fabrika_bandit

[walker15@atp_fabrika_bandit]
path_walk = boez15_walk
path_look = boez15_look


[logic@atp_fabrika_bandit_walker16]
active = walker16@atp_fabrika_bandit

[walker16@atp_fabrika_bandit]
path_walk = boez16_walk
path_look = boez16_look


[logic@atp_fabrika_bandit_walker17]
active = walker17@atp_fabrika_bandit

[walker17@atp_fabrika_bandit]
path_walk = boez17_walk
path_look = boez17_look


[logic@atp_fabrika_bandit_walker18]
active = walker18@atp_fabrika_bandit

[walker18@atp_fabrika_bandit]
path_walk = boez18_walk
path_look = boez18_look


[logic@atp_fabrika_bandit_walker19]
active = walker19@atp_fabrika_bandit

[walker19@atp_fabrika_bandit]
path_walk = boez19_walk
path_look = boez19_look


[logic@atp_fabrika_bandit_walker20]
active = walker20@atp_fabrika_bandit

[walker20@atp_fabrika_bandit]
path_walk = boez20_walk
path_look = boez20_look


[logic@atp_fabrika_bandit_walker21]
active = walker21@atp_fabrika_bandit

[walker21@atp_fabrika_bandit]
path_walk = boez21_walk
path_look = boez21_look


[logic@atp_fabrika_bandit_walker22]
active = walker22@atp_fabrika_bandit

[walker22@atp_fabrika_bandit]
path_walk = boez22_walk
path_look = boez22_look


[logic@atp_fabrika_bandit_walker23]
active = walker23@atp_fabrika_bandit

[walker23@atp_fabrika_bandit]
path_walk = boez23_walk
path_look = boez23_look


[logic@atp_fabrika_bandit_walker24]
active = walker24@atp_fabrika_bandit

[walker24@atp_fabrika_bandit]
path_walk = boez24_walk
path_look = boez24_look



;-------------------------------------------------------------------------------------------------
;-- ESCAPE BLOCKPOST
;-------------------------------------------------------------------------------------------------
[logic@esc_blockpost_patrol1]
active = patrol@esc_blokpost_day_patrol_commander
on_death = death@soldier_arhara

[patrol@esc_blokpost_day_patrol_commander]
path_walk = day_patrol_walk
path_look = day_patrol_look
formation = back
commander = true

[death@soldier_arhara]
on_info = {=killed_by_actor} %+esc_blocpost_pust%



[logic@esc_blockpost_follower1]
active = patrol@esc_blokpost_day_patrol_follower1
on_death = death@soldier_arhara

[patrol@esc_blokpost_day_patrol_follower1]
path_walk = day_patrol_walk
path_look = day_patrol_look
formation = back
commander = false



[logic@esc_blockpost_follower2]
active = patrol@esc_blokpost_day_patrol_follower2
on_death = death@soldier_arhara

[patrol@esc_blokpost_day_patrol_follower2]
path_walk = day_patrol_walk
path_look = day_patrol_look
formation = back
commander = false



[logic@esc_blockpost_commander_day]
active = camper@esc_blockpost_commander_day
on_death = death@commander


[camper@esc_blockpost_commander_day]
path_walk = commander_walk
path_look = commander_look

[death@commander]
on_info = %+esc_commander_die%



[logic@esc_blockpost_post1]
active = walker@esc_blockpost_post1
on_death = death@soldier_arhara

[walker@esc_blockpost_post1]
path_walk = post_walk1
path_look = post_look1



[logic@esc_blockpost_post2]
active = walker@esc_blockpost_post2
on_death = death@soldier_arhara

[walker@esc_blockpost_post2]
path_walk = post_walk2
path_look = post_look2



[logic@esc_blockpost_camper_day]
active = camper@esc_blockpost_camper_day
on_death = death@soldier_arhara

[camper@esc_blockpost_camper_day]
path_walk = camper_day_walk
path_look = camper_day_look
sniper = true
def_state_campering = threat



[logic@esc_blockpost_patrol_yard]
active = walker@esc_blockpost_patrol_yard
on_death = death@soldier_arhara

[walker@esc_blockpost_patrol_yard]
path_walk = patrol_yard_walk



[logic@esc_blockpost_watch_tv1]
active = walker@esc_blockpost_watch_tv1
on_death = death@soldier_arhara

[walker@esc_blockpost_watch_tv1]
path_walk = watch_walk1
path_look = watch_look1



[logic@esc_blockpost_watch_tv2]
active = walker@esc_blockpost_watch_tv2
on_death = death@soldier_arhara

[walker@esc_blockpost_watch_tv2]
path_walk = watch_walk2
path_look = watch_look2



[logic@esc_blockpost_kamp1]
active = kamp@esc_blockpost_kamp1
on_death = death@soldier_arhara

[kamp@esc_blockpost_kamp1]
center_point = kamp
path_walk = kamp_task
soundgroup = esc_blokpost_soldier



[logic@esc_blockpost_kamp2]
active = kamp@esc_blockpost_kamp2
on_death = death@commander

[kamp@esc_blockpost_kamp2]
center_point = kamp
path_walk = kamp_task
soundgroup = esc_blokpost_soldier


[logic@esc_blockpost_sleep1]
active = sleeper@esc_blockpost_sleep1
on_death = death@soldier_arhara

[sleeper@esc_blockpost_sleep1]
path_main = sleep1
wakeable = false



[logic@esc_blockpost_sleep2]
active = sleeper@esc_blockpost_sleep2
on_death = death@soldier_arhara

[sleeper@esc_blockpost_sleep2]
path_main = sleep2
wakeable = false



[logic@esc_blockpost_sleep3]
active = sleeper@esc_blockpost_sleep3
on_death = death@soldier_arhara

[sleeper@esc_blockpost_sleep3]
path_main = sleep3
wakeable = false



[logic@esc_blockpost_sleep4]
active = sleeper@esc_blockpost_sleep4
on_death = death@soldier_arhara

[sleeper@esc_blockpost_sleep4]
path_main = sleep4
wakeable = false



[logic@esc_blockpost_comander_guard1]
active = walker@esc_blockpost_comander_guard1
on_death = death@soldier_arhara

[walker@esc_blockpost_comander_guard1]
path_walk = guard_walk1
path_look = guard_look1



[logic@esc_blockpost_comander_guard2]
active = walker@esc_blockpost_comander_guard2
on_death = death@soldier_arhara

[walker@esc_blockpost_comander_guard2]
path_walk = guard_walk2
path_look = guard_look2



[logic@esc_blockpost_camper1]
active = camper@esc_blockpost_camper1
on_death = death@soldier_arhara

[camper@esc_blockpost_camper1]
path_walk = camper1_walk
path_look = camper1_look
sniper = true



[logic@esc_blockpost_camper2]
active = camper@esc_blockpost_camper2
on_death = death@soldier_arhara

[camper@esc_blockpost_camper2]
path_walk = camper2_walk
path_look = camper2_look
sniper = true



[logic@esc_blockpost_alarm_patrol1]
active = walker@esc_blockpost_alarm_patrol1
on_death = death@soldier_arhara

[walker@esc_blockpost_alarm_patrol1]
path_walk = alarm1_walk



[logic@esc_blockpost_alarm_patrol2]
active = walker@esc_blockpost_alarm_patrol2
on_death = death@soldier_arhara

[walker@esc_blockpost_alarm_patrol2]
path_walk = alarm2_walk



;-----------------------------------------------------------------------------
;------------------------------  ESCAPE SPECNAZ  -----------------------------
;-----------------------------------------------------------------------------
[logic@esc_specnaz_kamp]
active = kamp@esc_specnaz_kamp
on_death = death@soldier_arhara

[kamp@esc_specnaz_kamp]
center_point = kamp
soundgroup = esc_blokpost_specnaz



[logic@esc_specnaz_raid1]
active = walker@esc_specnaz_raid1
on_death = death@soldier_arhara

[walker@esc_specnaz_raid1]
path_walk = way1
path_look = look1
on_signal = start_raid| patrol@esc_specnaz_raid1

[patrol@esc_specnaz_raid1]
path_walk = walk_raid1
formation = line
commander = true
move_type = raid


[logic@esc_specnaz_raid2]
active = walker@esc_specnaz_raid2
on_death = death@soldier_arhara

[walker@esc_specnaz_raid2]
path_walk = way2
path_look = look2
on_signal = start_raid| patrol@esc_specnaz_raid2

[patrol@esc_specnaz_raid2]
path_walk = walk_raid2
formation = line
commander = true
move_type = raid



[logic@esc_specnaz_follower1]
active = walker@esc_specnaz_follower1
on_death = death@soldier_arhara

[walker@esc_specnaz_follower1]
path_walk = way3
path_look = look1
on_signal = start_raid| patrol@esc_specnaz_follower1

[patrol@esc_specnaz_follower1]
path_walk = walk_raid1
formation = line
move_type = raid



[logic@esc_specnaz_follower2]
active = walker@esc_specnaz_follower2
on_death = death@soldier_arhara

[walker@esc_specnaz_follower2]
path_walk = way4
path_look = look1
on_signal = start_raid| patrol@esc_specnaz_follower2

[patrol@esc_specnaz_follower2]
path_walk = walk_raid1
formation = line
move_type = raid



[logic@esc_specnaz_follower3]
active = walker@esc_specnaz_follower3
on_death = death@soldier_arhara

[walker@esc_specnaz_follower3]
path_walk = way5
path_look = look2
on_signal = start_raid| patrol@esc_specnaz_follower3

[patrol@esc_specnaz_follower3]
path_walk = walk_raid2
formation = line
move_type = raid



[logic@esc_specnaz_follower4]
active = walker@esc_specnaz_follower4
on_death = death@soldier_arhara

[walker@esc_specnaz_follower4]
path_walk = way6
path_look = look2
on_signal = start_raid| patrol@esc_specnaz_follower4

[patrol@esc_specnaz_follower4]
path_walk = walk_raid2
formation = line
move_type = raid


;-------------------------------------------------------------------------------------------------
;-- ESCAPE LAGER
;-------------------------------------------------------------------------------------------------
; Волк
[logic@esc_lager_volk]
active = walker@esc_lager_volk_walker1
on_death = death@wolf

[walker@esc_lager_volk_walker1]
path_walk = wolf_walk
path_look = wolf_look
meet = meet@wolf
on_actor_dist_le = 23| {+tutorial_wounded_start -esc_kill_bandits_quest_kill} remark@esc_lager_volk1 
on_actor_dist_le_nvis = 5| walker@esc_lager_volk_walker2
danger = danger_condition@shustryi

[remark@esc_lager_volk1]
anim = hello_wpn
snd = esc_wolf_say_thanks
target = actor
on_signal = sound_end| walker@esc_lager_volk_walker2
on_actor_dist_le_nvis = 5| walker@esc_lager_volk_walker2
danger = danger_condition@shustryi

[walker@esc_lager_volk_walker2]
path_walk = wolf_walk
path_look = wolf_look
meet = meet@wolf
on_info = {+esc_kill_bandits_quest_have} remark@esc_lager_volk2
danger = danger_condition@shustryi

[remark@esc_lager_volk2]
anim = guard_rac
snd = esc_wolf_radio
target = actor
on_signal = sound_end| remark@esc_lager_volk3 %=play_snd_from_radio%
on_info = {+esc_petruha_report} walker@esc_lager_volk_walker3
meet = no_meet
danger = danger_condition@shustryi

[remark@esc_lager_volk3]
anim = guard_rac
;snd = esc_wolf_radio_1
target = actor
on_timer = 5000 | walker@esc_lager_volk_walker3 %+esc_petruha_report%
on_info = {+esc_petruha_report} walker@esc_lager_volk_walker3
meet = no_meet
danger = danger_condition@shustryi

[walker@esc_lager_volk_walker3]
path_walk = wolf_walk
path_look = wolf_look
meet = meet@wolf
danger = danger_condition@shustryi

[meet@wolf]
meet_state		= 15|guard@wait
meet_state_wpn	= 15|backoff@threat_weap
victim		= 15|actor
victim_wpn		= 15|actor
use			= true
use_wpn		= false
syndata		= backoff@threat_weap
meet_dialog = {-agroprom_military_case_have} escape_lager_volk_talk, escape_lager_leader_hello

[death@wolf]
on_info = %+esc_wolf_dead%


;Fanat
[logic@esc_lager_fanat]
active = walker@esc_lager_fanat
on_death = death@fanat

[walker@esc_lager_fanat]
path_walk = wolf_walk
path_look = wolf_look
meet = meet@wolf
on_actor_dist_le = 7 | {-escape_lager_spawn_killers -escape_lager_killers_die} remark@esc_fanat_need_help
danger = danger_condition@shustryi

[remark@esc_fanat_need_help]
anim = guard
target = actor
snd = esc_fanat_dialog
on_signal = sound_end| remark@esc_lager_fanat_wait
meet = no_meet
abuse = false
danger = danger_condition@shustryi

[remark@esc_lager_fanat_wait]
anim = guard
on_info = {+escape_lager_spawn_killers} walker@esc_lager_fanat
meet = meet@wolf
target = actor
danger = danger_condition@shustryi

;Шустрый

[logic@esc_lager_shustryi]
active = camper@esc_lager_prisoner
combat_ignore = combat_ignore

[camper@esc_lager_prisoner]
path_walk = prisoner_walk
path_look = prisoner_look
combat_ignore_cond = always
def_state_campering = prisoner
on_info = {=esc_bandits_die} remark@esc_lager_help
on_info2 = {+tutorial_wounded_give_info} sleeper4@esc_lager
meet = no_meet
danger = danger_condition@shustryi

[remark@esc_lager_help]
snd = esc_shustryi_help
anim = prisoner
meet = no_meet
target = esc_lager_prisoner_look, 0
on_actor_dist_le = 5| remark@esc_lager_prisoner
combat_ignore_cond = always
danger = danger_condition@shustryi
on_signal = sound_end| remark@esc_shustryi_wait
on_info = {+tutorial_wounded_give_info} sleeper4@esc_lager

[remark@esc_shustryi_wait]
anim = prisoner
meet = no_meet
target = esc_lager_prisoner_look, 0
on_actor_dist_le = 5| remark@esc_lager_prisoner
combat_ignore_cond = always
danger = danger_condition@shustryi
on_timer = 10000| remark@esc_lager_help
on_info = {+tutorial_wounded_give_info} sleeper4@esc_lager


[remark@esc_lager_prisoner]
anim = wait
anim_reset = false
target = esc_lager_prisoner_look, 0
snd = esc_shustryi_thanks
on_info = {+tutorial_wounded_give_info} sleeper4@esc_lager
on_signal = sound_end| remark@wait_player_at_lager
combat_ignore_cond = always
meet = meet@no_meet
danger = danger_condition@shustryi

[remark@wait_player_at_lager]
anim = wait
anim_reset = false
target = actor
meet = meet@friend
danger = danger_condition@shustryi
on_info = {+tutorial_wounded_give_info} sleeper4@esc_lager

[sleeper4@esc_lager]
path_main = sleep4
meet = meet@friend
danger = danger_condition@shustryi

[danger_condition@shustryi]
ignore_distance = 0

;охранники

[logic@esc_lager_zoneguard1]
active = walker@esc_lager_zoneguard1

[walker@esc_lager_zoneguard1]
path_walk  = guard_walk1
path_look  = guard_look1
meet = meet@zoneguard_novice_lager1

[meet@zoneguard_novice_lager1]
meet_state 		= 10| wait@talk_hello
meet_state_wpn 	= 10| threat@threat_weap
victim 			= 10| actor
victim_wpn 		= 10| actor
use			= true
use_wpn		= true
meet_dialog		= escape_lager_guard_start_dialog


[logic@esc_lager_zoneguard2]
active = walker@esc_lager_zoneguard2

[walker@esc_lager_zoneguard2]
path_walk  = guard_walk2
path_look  = guard_look2
meet = meet@zoneguard_novice_lager2

[meet@zoneguard_novice_lager2]
meet_state 		= 10| wait@talk_hello
meet_state_wpn 	= 10| threat@threat_weap
victim 			= 10| actor
victim_wpn 		= 10| actor
use			= true
use_wpn		= true
meet_dialog		= escape_lager_guard_start_dialog


[logic@esc_lager_walker1]
active = walker1@esc_lager

[walker1@esc_lager]
path_walk  = guard_walk1
path_look  = guard_look1
meet = meet@lager


[logic@esc_lager_walker2]
active = walker2@esc_lager

[walker2@esc_lager]
path_walk  = guard_walk2
path_look  = guard_look2
meet = meet@lager


[logic@esc_lager_walker3]
active = walker3@esc_lager

[walker3@esc_lager]
path_walk  = guard_walk3
meet = meet@lager


[logic@esc_lager_walker4]
active = walker4@esc_lager

[walker4@esc_lager]
path_walk  = guard_walk4
meet = meet@lager


; сидящие днём у костра
[logic@esc_lager_kamp1]
active = kamp1@esc_lager

[kamp1@esc_lager]
center_point  = camp_center
path_walk = camp_center_task
soundgroup = esc_lager
meet = meet@lager


;спящие ночью
[logic@esc_lager_sleeper1]
active = sleeper1@esc_lager

[sleeper1@esc_lager]
path_main = sleep1
meet = meet@lager


[logic@esc_lager_sleeper2]
active = sleeper2@esc_lager

[sleeper2@esc_lager]
path_main = sleep2
meet = meet@lager


[logic@esc_lager_sleeper3]
active = sleeper3@esc_lager

[sleeper3@esc_lager]
path_main = sleep3
meet = meet@lager


;спящие ночью и днём

[logic@esc_lager_sleeper5]
active = sleeper5@esc_lager

[sleeper5@esc_lager]
path_main = sleep5
meet = meet@lager


[logic@esc_lager_sleeper6]
active = sleeper6@esc_lager

[sleeper6@esc_lager]
path_main = sleep6
meet = meet@lager


[logic@esc_lager_sleeper7]
active = sleeper7@esc_lager

[sleeper7@esc_lager]
path_main = sleep7
meet = meet@lager


; защита лагеря
[logic@esc_lager_defend1]
active = walker@esc_lager_defend1
combat_ignore = combat_ignore
on_hit = hit@lager
on_death = death@lager

[walker@esc_lager_defend1]
path_walk = defend1_walk
path_look = defend1_look
combat_ignore_cond = {-esc_open_lager_fire}


[logic@esc_lager_defend2]
active = walker@esc_lager_defend2
combat_ignore = combat_ignore
on_hit = hit@lager
on_death = death@lager

[walker@esc_lager_defend2]
path_walk = defend2_walk
path_look = defend2_look
combat_ignore_cond = {-esc_open_lager_fire}


[logic@esc_lager_defend3]
active = walker@esc_lager_defend3
combat_ignore = combat_ignore
on_hit = hit@lager
on_death = death@lager

[walker@esc_lager_defend3]
path_walk = defend3_walk
path_look = defend3_look
combat_ignore_cond = {-esc_open_lager_fire}


[logic@esc_lager_defend4]
active = walker@esc_lager_defend4
combat_ignore = combat_ignore
on_hit = hit@lager
on_death = death@lager

[walker@esc_lager_defend4]
path_walk = defend4_walk
path_look = defend4_look
combat_ignore_cond = {-esc_open_lager_fire}


[logic@esc_lager_defend5]
active = walker@esc_lager_defend5
combat_ignore = combat_ignore
on_hit = hit@lager
on_death = death@lager

[walker@esc_lager_defend5]
path_walk = defend5_walk
path_look = defend5_look
combat_ignore_cond = {-esc_open_lager_fire}


[logic@esc_lager_defend6]
active = camper@esc_lager_defend6
combat_ignore = combat_ignore
on_hit = hit@lager
on_death = death@lager

[camper@esc_lager_defend6]
path_walk = defend6_walk
path_look = defend6_look
combat_ignore_cond = {-esc_open_lager_fire}
radius = 5
on_info = {=gulag_population_le(esc_lager:6)} walker@esc_lager_defend_new1

[walker@esc_lager_defend_new1]
path_walk = guard_walk4


[logic@esc_lager_defend7]
active = camper@esc_lager_defend7
combat_ignore = combat_ignore
on_hit = hit@lager
on_death = death@lager

[camper@esc_lager_defend7]
path_walk = defend7_walk
path_look = defend7_look
combat_ignore_cond = {-esc_open_lager_fire}
radius = 5
on_info = {=gulag_population_le(esc_lager:6)} walker@esc_lager_defend_new2

[walker@esc_lager_defend_new2]
path_walk = guard_walk4


[logic@esc_lager_defend8]
active = camper@esc_lager_defend8
combat_ignore = combat_ignore
on_hit = hit@lager
on_death = death@lager

[camper@esc_lager_defend8]
path_walk = defend8_walk
path_look = defend8_look
combat_ignore_cond = {-esc_open_lager_fire}
radius = 5
on_info = {=gulag_population_le(esc_lager:6)} walker@esc_lager_defend_new3

[walker@esc_lager_defend_new3]
path_walk = guard_walk4


[logic@esc_lager_defend9]
active = camper@esc_lager_defend9
combat_ignore = combat_ignore
on_hit = hit@lager
on_death = death@lager_petruha

[camper@esc_lager_defend9]
path_walk = defend9_walk
path_look = defend9_look
combat_ignore_cond = {-esc_open_lager_fire}
radius = 5
on_info = {=gulag_population_le(esc_lager:6)} walker@esc_lager_defend_new4

[walker@esc_lager_defend_new4]
path_walk = guard_walk4


[logic@esc_lager_defend10]
active = camper@esc_lager_defend10
combat_ignore = combat_ignore
on_hit = hit@lager
on_death = death@lager_tolik

[camper@esc_lager_defend10]
path_walk = defend10_walk
path_look = defend10_look
combat_ignore_cond = {-esc_open_lager_fire}
radius = 5
on_info = {=gulag_population_le(esc_lager:6)} walker@esc_lager_defend_new5

[walker@esc_lager_defend_new5]
path_walk = guard_walk4


[logic@esc_lager_defend11]
active = camper@esc_lager_defend11
combat_ignore = combat_ignore
on_hit = hit@lager
on_death = death@lager

[camper@esc_lager_defend11]
path_walk = defend11_walk
path_look = defend11_look
combat_ignore_cond = {-esc_open_lager_fire}
radius = 5
on_info = {=gulag_population_le(esc_lager:6)} walker@esc_lager_defend_new6

[walker@esc_lager_defend_new6]
path_walk = guard_walk4


[logic@esc_lager_defend12]
active = remark@esc_lager_defend12
combat_ignore = combat_ignore
on_hit = hit@lager
on_death = death@fanat

[remark@esc_lager_defend12]
path_walk = wolf_walk
anim = guard
snd = esc_fanat_ready
on_signal = sound_end| walker@esc_lager_defend12
meet = meet@wolf
danger = danger_condition@shustryi

[walker@esc_lager_defend12]
path_walk = defend12_walk
path_look = defend12_look
combat_ignore_cond = {-esc_open_lager_fire}
meet = meet@wolf
danger = danger_condition@shustryi


[logic@esc_lager_defend13]
active = walker@esc_lager_defend13
on_death = death@wolf

[walker@esc_lager_defend13]
path_walk = defend13_walk
path_look = defend13_look


[meet@lager]
meet_dialog = esc_lager_no_talk

[combat_ignore]

[hit@lager]
on_info = %+esc_open_lager_fire%

[death@lager]
on_info = %+esc_open_lager_fire%

[death@lager_petruha]
on_info = %+esc_open_lager_fire%

[death@lager_tolik]
on_info = %+esc_open_lager_fire%

[death@fanat]
on_info = %+esc_open_lager_fire +esc_fanat_die%

[hit@killers]
on_info = %+esc_open_lager_fire +esc_open_killer_fire%

[death@killers]
on_info = %+esc_open_lager_fire +esc_open_killer_fire%

;-------------------------------------------------------------------------------------------------
;-- ESCAPE FACTORY BANDITS
;-------------------------------------------------------------------------------------------------
[logic@esc_fabrika_bandit_walker1]
active = walker1@esc_fabrika_bandit
combat_ignore = combat_ignore

[walker1@esc_fabrika_bandit]
path_walk = day_walk1
path_look = day_look1
def_state_moving = raid
def_state_moving_fire = raid_fire
def_state_campering = threat
def_state_campering_fire = threat_fire
combat_ignore_cond = {=check_fighting(004)}


[logic@esc_fabrika_bandit_walker2]
active = walker2@esc_fabrika_bandit
combat_ignore = combat_ignore

[walker2@esc_fabrika_bandit]
path_walk = day_walk2
path_look = day_look2
combat_ignore_cond = {=check_fighting(004)}


[logic@esc_fabrika_bandit_walker3]
active = walker3@esc_fabrika_bandit
combat_ignore = combat_ignore

[walker3@esc_fabrika_bandit]
path_walk = day_walk3
path_look = day_look3
def_state_moving = raid
def_state_moving_fire = raid_fire
def_state_campering = threat
def_state_campering_fire = threat_fire
combat_ignore_cond = {=check_fighting(004)}


;[logic@esc_fabrika_bandit_walker4]
;active = walker4@esc_fabrika_bandit
;combat_ignore = combat_ignore

;[walker4@esc_fabrika_bandit]
;path_walk = day_walk4
;path_look = day_look4
;combat_ignore_cond = {=check_fighting(004)}


[logic@esc_fabrika_bandit_walker4]
active = walker4@esc_fabrika_bandit
combat_ignore = combat_ignore

[walker4@esc_fabrika_bandit]
path_walk = day_walk4
path_look = day_look4
combat_ignore_cond = {=check_fighting(004)}
on_info = {+esc_prison} remark4@esc_fabrika_bandit

[remark4@esc_fabrika_bandit]
anim = sit
target = 004
snd = esc_bandit_shustryi
on_signal = sound_end| remark5@esc_fabrika_bandit
combat_ignore_cond = {=check_fighting(004)}
on_info = {-esc_prison} walker4@esc_fabrika_bandit

[remark5@esc_fabrika_bandit]
anim = sit
target = 004
on_timer = 10000| remark4@esc_fabrika_bandit
combat_ignore_cond = {=check_fighting(004)}
on_info = {-esc_prison} walker4@esc_fabrika_bandit


[logic@esc_fabrika_bandit_kamp]
active = kamp@esc_fabrika_bandit
combat_ignore = combat_ignore

[kamp@esc_fabrika_bandit]
center_point = camp_center
;path_walk = camp_center_task
soundgroup = esc_bandits_factory
combat_ignore_cond = {=check_fighting(004)}


[camper@esc_fabrika_bandit_walker1]
active = walker11@esc_fabrika_bandit
combat_ignore = combat_ignore

[walker11@esc_fabrika_bandit]
path_walk = day_alarm_walk1
path_look = day_alarm_look1
combat_ignore_cond = {=check_fighting(004)}


[camper@esc_fabrika_bandit_walker2]
active = walker22@esc_fabrika_bandit
combat_ignore = combat_ignore

[walker22@esc_fabrika_bandit]
path_walk = day_alarm_walk2
path_look = day_alarm_look2
combat_ignore_cond = {=check_fighting(004)}


[camper@esc_fabrika_bandit_walker3]
active = walker33@esc_fabrika_bandit
combat_ignore = combat_ignore

[walker33@esc_fabrika_bandit]
path_walk = day_alarm_walk3
path_look = day_alarm_look3
combat_ignore_cond = {=check_fighting(004)}


[camper@esc_fabrika_bandit_walker4]
active = walker44@esc_fabrika_bandit
combat_ignore = combat_ignore

[walker44@esc_fabrika_bandit]
path_walk = day_alarm_walk4
path_look = day_alarm_look4
combat_ignore_cond = {=check_fighting(004)}


[camper@esc_fabrika_bandit_walker5]
active = walker55@esc_fabrika_bandit
combat_ignore = combat_ignore

[walker55@esc_fabrika_bandit]
path_walk = day_alarm_walk5
path_look = day_alarm_look5
combat_ignore_cond = {=check_fighting(004)}


[camper@esc_fabrika_bandit_walker6]
active = walker66@esc_fabrika_bandit
combat_ignore = combat_ignore

[walker66@esc_fabrika_bandit]
path_walk = day_alarm_walk6
path_look = day_alarm_look6
combat_ignore_cond = {=check_fighting(004)}


[camper@esc_fabrika_bandit_walker7]
active = walker7@esc_fabrika_bandit
combat_ignore = combat_ignore

[walker7@esc_fabrika_bandit]
path_walk = day_night_sniper_walk
path_look = day_night_sniper_look
combat_ignore_cond = {=check_fighting(004)}



;-----------------------------------
;----- Soldiers on the bridge ------
;-----------------------------------

[logic@esc_bridge_post1]
active = walker@esc_bridge_post1
combat_ignore = combat_ignore@esc_bridge
on_hit = hit@soldier
on_death = death@soldier

[walker@esc_bridge_post1]
path_walk = post1_walk
path_look = post1_look
combat_ignore_cond = {-esc_bridge_pass_fire =fighting_actor =is_alive(032)}


[logic@esc_bridge_post2]
active = walker@esc_bridge_post2
combat_ignore = combat_ignore@esc_bridge
on_hit = hit@soldier
on_death = death@soldier_kuzn

[walker@esc_bridge_post2]
path_walk = post2_walk
path_look = post2_look
meet = meet@sold_zoneguard
combat_ignore_cond = {-esc_bridge_pass_fire =fighting_actor =is_alive(032)}
on_actor_dist_le_nvis = 35 | remark@esc_bridge_post2_1
on_info = {+esc_bridge_pass_fire} walker3@esc_bridge_post2

[remark@esc_bridge_post2_1]
anim = guard
target = actor
on_actor_dist_le_nvis = 20 | remark@esc_bridge_post2
combat_ignore_cond = {-esc_bridge_pass_fire =fighting_actor =is_alive(032)}
on_info = {+esc_bridge_pass_fire} walker3@esc_bridge_post2

[remark@esc_bridge_post2]
anim = guard
target = actor
snd = esc_bridge_soldiers
on_signal = sound_end| walker2@esc_bridge_post2
combat_ignore_cond = {-esc_bridge_pass_fire =fighting_actor =is_alive(032)}

[walker2@esc_bridge_post2]
path_walk = post2_walk
path_look = post2_look
meet = meet@sold_zoneguard
combat_ignore_cond = {-esc_bridge_pass_fire =fighting_actor =is_alive(032)}

[walker3@esc_bridge_post2]
path_walk = post2_walk
path_look = post2_look
combat_ignore_cond = {-esc_bridge_pass_fire =fighting_actor =is_alive(032)}


[logic@esc_bridge_post3]
active = walker@esc_bridge_post3
combat_ignore = combat_ignore@esc_bridge
on_hit = hit@soldier
on_death = death@soldier

[walker@esc_bridge_post3]
path_walk = post3_walk
path_look = post3_look
combat_ignore_cond = {-esc_bridge_pass_fire =fighting_actor =is_alive(032)}
on_info = {+esc_bridge_pass_fire} walker@esc_bridge_post3_fire %=bar_arena_hit%

[walker@esc_bridge_post3_fire]
path_walk = post3_walk
path_look = post3_look
on_info = {-esc_bridge_pass_fire} walker@esc_bridge_post3

[logic@esc_bridge_post4]
active = walker@esc_bridge_post4
combat_ignore = combat_ignore@esc_bridge
on_hit = hit@soldier
on_death = death@soldier

[walker@esc_bridge_post4]
path_walk = post4_walk
path_look = post4_look
meet = meet@sold_zoneguard
combat_ignore_cond = {-esc_bridge_pass_fire =fighting_actor =is_alive(032)}
on_info = {+esc_bridge_pass_fire} walker2@esc_bridge_post4 %=bar_arena_hit%

[walker2@esc_bridge_post4]
path_walk = post4_walk
path_look = post4_look
on_info = {-esc_bridge_pass_fire} walker@esc_bridge_post4


[logic@esc_bridge_post5]
active = walker@esc_bridge_post5
on_hit = hit@soldier
on_death = death@soldier
combat_ignore = combat_ignore@esc_bridge

[walker@esc_bridge_post5]
path_walk = post5_walk
path_look = post5_look
combat_ignore_cond = {-esc_bridge_pass_fire =fighting_actor =is_alive(032)}


[logic@esc_bridge_post6]
active = walker@esc_bridge_post6
combat_ignore = combat_ignore@esc_bridge
on_hit = hit@soldier
on_death = death@soldier

[walker@esc_bridge_post6]
path_walk = post6_walk
path_look = post6_look
meet = meet@sold_zoneguard
combat_ignore_cond = {-esc_bridge_pass_fire =fighting_actor =is_alive(032)}
on_actor_dist_le = 25| remark@esc_bridge_post2
on_info = {+esc_bridge_pass_fire} walker3@esc_bridge_post6

[remark@esc_bridge_post6]
anim = guard
target = actor
snd = esc_bridge_soldiers
on_signal = sound_end| walker2@esc_bridge_post6
combat_ignore_cond = {-esc_bridge_pass_fire =fighting_actor =is_alive(032)}

[walker2@esc_bridge_post6]
path_walk = post6_walk
path_look = post6_look
meet = meet@sold_zoneguard
combat_ignore_cond = {-esc_bridge_pass_fire =fighting_actor =is_alive(032)}

[walker3@esc_bridge_post6]
path_walk = post6_walk
path_look = post6_look
combat_ignore_cond = {-esc_bridge_pass_fire =fighting_actor =is_alive(032)}

[logic@esc_bridge_kamp1]
active = kamp@esc_bridge_post1
combat_ignore = combat_ignore@esc_bridge

[kamp@esc_bridge_post1]
center_point = kamp_point
path_walk = kamp_point_task
soundgroup = esc_bridge_soldiers
combat_ignore_cond = {-esc_bridge_pass_fire =fighting_actor =is_alive(032)}


[logic@esc_bridge_kamp3]
active = kamp@esc_bridge_post3
combat_ignore = combat_ignore@esc_bridge

[kamp@esc_bridge_post3]
center_point = kamp_point
path_walk = kamp_point_task
soundgroup = esc_bridge_soldiers
combat_ignore_cond = {-esc_bridge_pass_fire =fighting_actor =is_alive(032)}


[logic@esc_bridge_kamp4]
active = kamp@esc_bridge_post4
combat_ignore = combat_ignore@esc_bridge

[kamp@esc_bridge_post4]
center_point = kamp_point
path_walk = kamp_point_task
soundgroup = esc_bridge_soldiers
combat_ignore_cond = {-esc_bridge_pass_fire =fighting_actor =is_alive(032)}


[logic@esc_bridge_patrol]
active = walker@esc_bridge_patrol
combat_ignore = combat_ignore@esc_bridge

[walker@esc_bridge_patrol]
path_walk = patrol_walk
path_look = patrol_look
combat_ignore_cond = {-esc_bridge_pass_fire =fighting_actor =is_alive(032)}


[meet@sold_zoneguard]
meet_state 		= 30| {+esc_bridge_pass_on} guard, guard@ {+esc_bridge_pass_on} talk_hello, wait
meet_state_wpn 	= 30| {+esc_bridge_pass_on} guard, guard@ {+esc_bridge_pass_on} talk_hello, wait
victim 			= 30| actor
victim_wpn 		= 30| actor
use			= true
use_wpn		= true
;zone			= esc_bridge_kill_zone|{-esc_bridge_pass_on} true@ {-esc_bridge_pass_on} esc_bridge_soldiers
meet_dialog		= esc_bridge_soldiers_start
precond = visibility

[combat_ignore@esc_bridge]
combat_ignore_cond = {-esc_bridge_pass_fire =fighting_actor}

[hit@soldier]
on_info = {=hit_by_actor} %+esc_bridge_pass_fire%

[death@soldier]
on_info = {=killed_by_actor} %+esc_bridge_pass_fire%

[death@soldier_kuzn]
on_info = {=killed_by_actor} %+esc_bridge_pass_fire%


;-------------------------------
;---------- Killers ------------
;-------------------------------
[logic@esc_killer_leader_raid]
active = walker@esc_killer_leader_raid
on_hit = hit@killers
on_death = death@killers
combat_ignore = combat_ignore

[walker@esc_killer_leader_raid]
path_walk = raid1_walk
path_look = raid1_look
combat_ignore_cond = {-esc_open_killer_fire}
def_state_moving = patrol
team = killers
on_signal = fires| remark@esc_killer_leader_raid %=esc_direction_fire%

[remark@esc_killer_leader_raid]
snd = esc_lager_killer
anim = guard
on_timer = 15000| %+esc_open_lager_fire%
combat_ignore_cond = {-esc_open_killer_fire}



[logic@esc_killer1_raid]
active = patrol@esc_killer1_raid
on_hit = hit@killers
on_death = death@killers
combat_ignore = combat_ignore

[patrol@esc_killer1_raid]
path_walk = raid2_walk
path_look = raid2_look
combat_ignore_cond = {-esc_open_killer_fire}
formation = back
commander = true


[logic@esc_killer2_raid]
active = patrol@esc_killer2_raid
on_hit = hit@killers
on_death = death@killers
combat_ignore = combat_ignore

[patrol@esc_killer2_raid]
path_walk = raid3_walk
path_look = raid3_look
combat_ignore_cond = {-esc_open_killer_fire}
formation = back
commander = true


[logic@esc_killer3_raid]
active = walker@esc_killer3_raid
on_hit = hit@killers
on_death = death@killers
combat_ignore = combat_ignore

[walker@esc_killer3_raid]
path_walk = raid4_walk
path_look = raid4_look
combat_ignore_cond = {-esc_open_killer_fire}
def_state_moving = patrol


[logic@esc_killer4_raid]
active = walker@esc_killer4_raid
on_hit = hit@killers
on_death = death@killers
combat_ignore = combat_ignore

[walker@esc_killer4_raid]
path_walk = raid5_walk
path_look = raid5_look
combat_ignore_cond = {-esc_open_killer_fire}
def_state_moving = patrol


[logic@esc_killer5_raid]
active = walker@esc_killer5_raid
on_hit = hit@killers
on_death = death@killers
combat_ignore = combat_ignore

[walker@esc_killer5_raid]
path_walk = raid6_walk
path_look = raid6_look
combat_ignore_cond = {-esc_open_killer_fire}
def_state_moving = patrol


[logic@esc_killer1_follower]
active = patrol@esc_killer1_follower
on_hit = hit@killers
on_death = death@killers
combat_ignore = combat_ignore

[patrol@esc_killer1_follower]
formation = back
combat_ignore_cond = {-esc_open_killer_fire}
path_walk = raid2_walk


[logic@esc_killer2_follower]
active = patrol@esc_killer2_follower
on_hit = hit@killers
on_death = death@killers
combat_ignore = combat_ignore

[patrol@esc_killer2_follower]
combat_ignore_cond = {-esc_open_killer_fire}
path_walk = raid3_walk
formation = back


[logic@esc_killer_fight]
active = walker@esc_killers_fight

[walker@esc_killers_fight]
path_walk = lager_patrol


[logic@esc_killer_kamp]
active = kamp@esc_killer_kamp

[kamp@esc_killer_kamp]
center_point = kamp
path_walk = kamp_task
soundgroup = esc_killers



[logic@esc_killer_kamp_wait]
active = kamp@esc_killer_kamp_wait

[kamp@esc_killer_kamp_wait]
center_point = kamp_wait
soundgroup = esc_killers_wait
danger = danger_condition@esc_killers


[logic@esc_killer_kamp_guard1]
active = camper@esc_killer_kamp_guard1

[camper@esc_killer_kamp_guard1]
path_walk = kamp_guard_walk1
path_look = kamp_guard_look1
danger = danger_condition@esc_killers


[logic@esc_killer_kamp_guard2]
active = camper@esc_killer_kamp_guard2

[camper@esc_killer_kamp_guard2]
path_walk = kamp_guard_walk2
path_look = kamp_guard_look2
danger = danger_condition@esc_killers


[logic@esc_killer_kamp_guard3]
active = camper@esc_killer_kamp_guard3

[camper@esc_killer_kamp_guard3]
path_walk = kamp_guard_walk3
path_look = kamp_guard_look3
danger = danger_condition@esc_killers

[danger_condition@esc_killers]
ignore_distance_sound = 10



[logic@esc_killer_kamp_offline]
active = kamp@esc_killer_kamp_offline

[kamp@esc_killer_kamp_offline]
center_point = kamp_wait

;--------------------------
;-------- ЗАСАДА ----------
;--------------------------
[logic@esc_ambush1]
active = walker@esc_ambush1

[walker@esc_ambush1]
path_walk = walk1
path_look = look1


[logic@esc_ambush2]
active = walker@esc_ambush2

[walker@esc_ambush2]
path_walk = walk2
path_look = look2

;------------------------------
;------ Трупы у вагона --------
;------------------------------

[logic@esc_corps_wounded]
active = walker@wounded_esc_corps_wounded
on_death = death@esc_corps_wounded

[walker@wounded_esc_corps_wounded]
path_walk = esc_wounded_walk
path_look = esc_wounded_look
wounded = wounded@esc_corps_wounded_heavy
on_info = {+tutorial_wounded_help} remark@thanks_esc_corps_wounded
danger = danger_condition@tolik
meet = meet@esc_corps_wounded
on_info2 = {+esc_kill_bandits_quest_kill} %=hit_npc(esc_killers_kamp_wait:bip01_spine1:1000:0)%

[remark@thanks_esc_corps_wounded]
anim = wait
target = actor
snd = esc_tolik_thanks
;wounded = wounded@esc_corps_wounded
on_signal = sound_end| remark@wait_esc_corps_wounded %=run_tutorial_if_newbie(part_12_relations)%
danger = danger_condition@tolik
;meet = meet@friend
meet = no_meet
abuse = false
;on_info = %=run_tutorial_if_newbie(part_12_relations)%

[remark@wait_esc_corps_wounded]
anim = wait
target = actor
;wounded = wounded@esc_corps_wounded
danger = danger_condition@tolik
meet = meet@friend
abuse = false
on_timer = 60000| walker@to_lager_esc_corps_wounded %+tutorial_wounded_heal%

[walker@to_lager_esc_corps_wounded]
path_walk = esc_vagon_wounded_to_lager
path_look = esc_wounded_to_lager_look
on_signal = thanks| {-esc_wolf_dead} walker@to_gulag_esc_corps_wounded, %+esc_wounded_arrive%
meet = no_meet
;meet = meet@esc_corps_wounded
danger = danger_condition@tolik
abuse = false

[remark@esc_corps_wounded]
snd = esc_tolik_to_wolf
target = 006
anim = guard
on_signal = sound_end| walker@to_gulag_esc_corps_wounded
danger = danger_condition@tolik
meet = no_meet
abuse = false

[walker@to_gulag_esc_corps_wounded]
path_walk = esc_to_gulag
on_signal = wounded_arrive| %+esc_wounded_arrive%
on_info = %+esc_wounded_arrive%

[wounded@esc_corps_wounded_heavy]
hp_state = 35|wounded_heavy@help_heavy
hp_state_see = 35|wounded_heavy@esc_tolik_help
hp_victim = 35|nil
hp_cover = 35|false
hp_fight = 35|false
help_dialog = tutorial_wounded_give_medkit

[wounded@esc_corps_wounded]
hp_state = 100|wounded@wait
hp_state_see = 100|wounded@wait
hp_victim = 100|nil
hp_cover = 100|false
hp_fight = 100|false
help_dialog = tutorial_wounded_give_medkit

[meet@esc_corps_wounded]
meet_state		= 2|wait@wait
meet_state_wpn	= 2|wait@wait
victim			= 2|actor
victim_wpn		= 2|actor
use				= true
use_wpn			= true


[danger_condition@tolik]
ignore_distance = 0


[death@esc_corps_wounded]
on_info = {=killed_by_actor} %+tutorial_wounded_die%, %+tutorial_wounded_death%

;------------------------------
;------- Dogs to fox ----------
;------------------------------

[logic@esc_dogs_to_fox_home]
active = mob_home@esc_dogs_to_fox_home

[mob_home@esc_dogs_to_fox_home]
path_home = path1
home_min_radius = 15
home_max_radius = 30
aggressive_home
panic = 0


[logic@esc_dogs_to_fox]
active = mob_walker@esc_dogs_to_fox_home2

[mob_walker@esc_dogs_to_fox_home2]
path_walk = path2
on_info = mob_walker@esc_dogs_to_fox_home3 %=esc_hit_from_fox%
panic = 0

[mob_walker@esc_dogs_to_fox_home3]
path_walk = path2
panic = 0

;------------------------------
;-------- Dogs swarm ----------
;------------------------------

[logic@esc_dogs_swarm1]
active = mob_home@esc_dogs_swarm1

[mob_home@esc_dogs_swarm1]
path_home = path1
home_min_radius = 30
home_max_radius = 50


[logic@esc_dogs_swarm2]
active = mob_home@esc_dogs_swarm1

[mob_home@esc_dogs_swarm2]
path_home = path2
home_min_radius = 30
home_max_radius = 50


[logic@esc_dogs_swarm3]
active = mob_home@esc_dogs_swarm3

[mob_home@esc_dogs_swarm3]
path_home = path3
home_min_radius = 30
home_max_radius = 50


;------------------------------
;-----Boars Dogs rush ---------
;------------------------------

[logic@esc_boars_dogs]
active = mob_home@esc_boars_dogs

[mob_combat@esc_boars_dogs]
on_timer= 45000 | mob_home@esc_boars_dogs

[mob_home@esc_boars_dogs]
path_home = home_point
home_min_radius = 45
home_max_radius = 70
on_signal= sig_attacked | mob_combat@esc_boars_dogs


[logic@esc_boars_dogs_old]
active = mob_home@esc_boars_dogs_2

[mob_home@esc_boars_dogs_2]
path_home = home_2
home_min_radius = 15
home_max_radius = 20


;----------------------------
;------ zombie_1 ------------
;----------------------------

[logic@esc_zombie_1_fd]
active = mob_fake_death@esc_zombie_1_fd
on_hit = hit@zombie

[mob_fake_death@esc_zombie_1_fd]
on_info = {+esc_zombie_rise2} mob_home@esc_zombie_1_fd
path_home = home_point_1

[mob_home@esc_zombie_1_fd]
path_home = home_point
home_min_radius = 20
home_max_radius = 35

[hit@zombie]
on_info = %+esc_zombie_rise2%


[logic@esc_zombie_2_fd]
active = mob_fake_death@esc_zombie_2_fd
on_hit = hit@zombie

[mob_fake_death@esc_zombie_2_fd]
on_info = {+esc_zombie_rise2} mob_home@esc_zombie_1_fd
path_home = home_point_2


[logic@esc_zombie_3_fd]
active = mob_fake_death@esc_zombie_2_fd
on_hit = hit@zombie

[mob_fake_death@esc_zombie_3_fd]
on_info = {+esc_zombie_rise2} mob_home@esc_zombie_1_fd
path_home = home_point_3


[logic@esc_zombie_4_fd]
active = mob_fake_death@esc_zombie_4_fd
on_hit = hit@zombie

[mob_fake_death@esc_zombie_4_fd]
on_info = {+esc_zombie_rise2} mob_home@esc_zombie_1_fd
path_home = home_point_4


[logic@esc_zombie_5_fd]
active = mob_fake_death@esc_zombie_5_fd
on_hit = hit@zombie

[mob_fake_death@esc_zombie_5_fd]
on_info = {+esc_zombie_rise2} mob_home@esc_zombie_1_fd
path_home = home_point_5


[logic@esc_zombie_6_fd]
active = mob_fake_death@esc_zombie_6_fd
on_hit = hit@zombie

[mob_fake_death@esc_zombie_6_fd]
on_info = {+esc_zombie_rise2} mob_home@esc_zombie_1_fd
path_home = home_point_6


;--------------------------
;------- zombie2 ----------
;--------------------------
[logic@esc_zombie_2_home]
active = mob_home@esc_zombie_2_home

[mob_home@esc_zombie_2_home]
path_home = home
home_min_radius = 60
home_max_radius = 90


[logic@esc_zombie_2_home2]
active = mob_home@esc_zombie_2_home2

[mob_home@esc_zombie_2_home2]
path_home = home2
home_min_radius = 60
home_max_radius = 90


[logic@esc_zombie_2_home3]
active = mob_home@esc_zombie_2_home3

[mob_home@esc_zombie_2_home3]
path_home = home3
home_min_radius = 60
home_max_radius = 90

[logic@esc_zombie_2_home4]
active = mob_home@esc_zombie_2_home4

[mob_home@esc_zombie_2_home4]
path_home = home4
home_min_radius = 60
home_max_radius = 90


;-------------------------
;------- Flesh 1 ---------
;-------------------------
[logic@esc_flesh_1_camp]
active = mob_camp@esc_flesh_1_camp

[mob_camp@esc_flesh_1_camp]
path_look = look
path_home = walk
time_change_point = 60000
home_min_radius = 15
home_max_radius = 30


;--------------------------
;------ Bridge Boars ------
;--------------------------
[logic@esc_bridge_boar]
active = mob_home@esc_bridge_boar

[mob_home@esc_bridge_boar]
path_home = path1
home_min_radius = 20
home_max_radius = 40

;--------------------------
;------ Small Homes ------
;--------------------------
[logic@esc_small_home1]
active = mob_home@esc_small_home1

[mob_home@esc_small_home1]
path_home = home
home_min_radius = 20
home_max_radius = 40


[logic@esc_small_home2]
active = mob_home@esc_small_home2

[mob_home@esc_small_home2]
path_home = home
home_min_radius = 20
home_max_radius = 40


[logic@esc_small_home3]
active = mob_home@esc_small_home3

[mob_home@esc_small_home3]
path_home = home
home_min_radius = 20
home_max_radius = 40


[logic@esc_small_home4]
active = mob_home@esc_small_home4

[mob_home@esc_small_home4]
path_home = home
home_min_radius = 10
home_max_radius = 20


[logic@esc_small_home5]
active = mob_home@esc_small_home5

[mob_home@esc_small_home5]
path_home = home
home_min_radius = 20
home_max_radius = 40


[logic@esc_small_home6]
active = mob_home@esc_small_home6

[mob_home@esc_small_home6]
path_home = home
home_min_radius = 20
home_max_radius = 40

;-------------------------
;------- Flesh 2 ---------
;-------------------------
[logic@esc_flesh_2_camp]
active = mob_camp@esc_flesh_2_camp

[mob_camp@esc_flesh_2_camp]
path_look = look
path_home = walk
time_change_point = 60000
home_min_radius = 15
home_max_radius = 30


;------------------------
;--- Атака на Фабрику ---
;------------------------

[logic@esc_assault1]
active = walker@esc_assault1
on_hit = hit@esc_assault1
on_death = death@esc_assault1
combat_ignore = combat_ignore

[hit@esc_assault1]
on_info = %+esc_assault_start%

[death@esc_assault1]
on_info = %+esc_assault_start%

[death@petruha_friend]
on_info = %+esc_petruha_friend_die%

[walker@esc_assault1]
path_walk = walk_wait1
path_look = look_wait1
on_info = {+esc_bandits_start} walker@esc_assault1_wait
danger = danger_condition@esc_assault
meet = no_meet
show_spot = false 

[walker@esc_assault1_wait]
path_walk = walk_syn2
path_look = look_syn2
on_info = {+esc_bandits_assault} patrol@esc_assault1
on_signal = run| patrol@esc_assault1 %+esc_bandits_assault%
meet = no_meet

[patrol@esc_assault1]
path_walk = escape_factory_way1
path_look = escape_factory_look1
formation = back
combat_ignore_cond = {-esc_assault_start}
meet = no_meet
;danger = danger_condition@esc_assault



[logic@esc_assault2]
active = walker@esc_assault2
on_hit = hit@esc_assault1
on_death = death@petruha_friend
combat_ignore = combat_ignore

[walker@esc_assault2]
path_walk = walk_wait2
path_look = look_wait2
danger = danger_condition@esc_assault
on_info = {+esc_bandits_start} walker@esc_assault2_wait
meet = no_meet
show_spot = false 

[walker@esc_assault2_wait]
path_walk = walk_syn2
path_look = look_syn2
on_signal = run| patrol@esc_assault2 %+esc_bandits_assault%
on_info = {+esc_bandits_assault} patrol@esc_assault2
meet = no_meet

[patrol@esc_assault2]
path_walk = escape_factory_way1
path_look = escape_factory_look1
formation = back
combat_ignore_cond = {-esc_assault_start}
meet = no_meet
;danger = danger_condition@esc_assault


[logic@esc_assault3]
active = walker1@esc_assault3
on_hit = hit@esc_assault1
on_death = death@esc_assault3
combat_ignore = combat_ignore

[death@esc_assault3]
on_info = %+esc_assault_start +esc_petruha_die%

[walker1@esc_assault3]
path_walk = escape_btr_path1
path_look = escape_btr_look1
on_actor_dist_le_nvis = 10| remark@call_esc_assault3
meet = no_meet
danger = danger_condition@esc_assault
wounded = wounded@petruha

[remark@call_esc_assault3]
anim = guard
snd = esc_petruha_call
target = actor
on_signal = sound_end| remark@talk_esc_assault 
meet = no_meet
wounded = wounded@petruha
on_info = {+esc_bandits_start} remark@kamp_esc_assault3 %=smart_terrain_force_update(esc_assault)%

[remark@talk_esc_assault]
anim = guard
target = actor
on_info = {+esc_bandits_start} remark@kamp_esc_assault3 %=smart_terrain_force_update(esc_assault)%
meet = meet@attacker
wounded = wounded@petruha

[remark@kamp_esc_assault3]
anim = guard
snd = esc_factory_raid
on_signal = sound_end| walker@wait_esc_assault 
target = actor
meet = no_meet
wounded = wounded@petruha

[walker@wait_esc_assault]
path_walk = escape_btr_path1
path_look = look_syn3
;on_signal = run| patrol@esc_assault3 %+esc_bandits_assault%
on_info = {+esc_bandits_assault} patrol@esc_assault3
meet = no_meet
wounded = wounded@petruha


[patrol@esc_assault3]
path_walk = escape_factory_way1
path_look = escape_factory_look1
commander = true
formation = back
on_signal = assault_start| %+esc_assault_start%
combat_ignore_cond = {-esc_assault_start}
meet = no_meet
wounded = wounded@petruha

[wounded@petruha]
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@esc_assault_fight1]
active = walker@esc_assault_fight1

[walker@esc_assault_fight1]
path_walk = final3
path_look = final3_look
meet = no_meet
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault


[logic@esc_assault_fight2]
active = walker@esc_assault_fight2
on_death = death@petruha_friend

[walker@esc_assault_fight2]
path_walk = final2
path_look = final2_look
meet = no_meet
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault


[logic@esc_assault_fight3]
active = walker@esc_assault_fight3
on_death = death@esc_assault3

[walker@esc_assault_fight3]
path_walk = final1
path_look = final1_look
meet = no_meet
wounded = wounded@petruha
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault


[logic@esc_assault_home1]
active = kamp@esc_assault_home1

[kamp@esc_assault_home1]
center_point = kamp_center1
on_info = {+esc_petruha_friend_die +esc_petruha_die -esc_petruha_report2 -esc_report_send} remark@esc_assault_home1

[remark@esc_assault_home1]
path_walk = escape_factory_return_path
anim = guard_rac
meet = no_meet
on_actor_dist_le_nvis = 20 | remark@esc_assault_home11
on_actor_dist_ge_nvis = 20 | remark@esc_assault_home11 %+esc_petruha_report2%

[remark@esc_assault_home11]
path_walk = escape_factory_return_path
anim = guard_rac
snd = esc_petruha_raport
on_signal = sound_end| kamp@esc_assault_home1 %+esc_report_send%
meet = no_meet
tips = tip_petruha_report
danger = danger_condition@esc_assault


[logic@esc_assault_home2]
active = kamp@esc_assault_home2
on_death = death@petruha_friend

[kamp@esc_assault_home2]
center_point = kamp_center1
on_info = {+esc_petruha_die -esc_petruha_report2 -esc_report_send} remark@esc_assault_home1

[remark@esc_assault_home2]
path_walk = escape_factory_return_path
anim = guard_rac
meet = no_meet
on_actor_dist_le_nvis = 20 | remark@esc_assault_home22
on_actor_dist_ge_nvis = 20 | remark@esc_assault_home22 %+esc_petruha_report2%

[remark@esc_assault_home22]
path_walk = escape_factory_return_path
anim = guard_rac
snd = esc_petruha_raport
on_signal = sound_end| kamp@esc_assault_home1 %+esc_report_send%
meet = no_meet
tips = tip_petruha_report
danger = danger_condition@esc_assault

[logic@esc_assault_home_leader]
active = remark@esc_assault_home
on_death = death@esc_assault3

[remark@esc_assault_home]
path_walk = escape_factory_return_path
anim = guard_rac
snd = esc_petruha_raport
on_signal = sound_end| kamp@esc_assault_home_leader
meet = no_meet
tips = tip_petruha_report
wounded = wounded@petruha
danger = danger_condition@esc_assault

[kamp@esc_assault_home_leader]
center_point = kamp_center1
meet = meet@friend
wounded = wounded@petruha


[logic@esc_assault_kamp]
active = kamp@esc_assault_kamp

[kamp@esc_assault_kamp]
center_point = kamp_center1
meet = meet@friend

[danger_condition@esc_assault]
;ignore_distance_sound = 10
ignore_distance = 0

[meet@attacker]
meet_state	= 5|guard@wait
meet_state_wpn	= 5|guard@wait
victim		= 5|actor
victim_wpn	= 5|actor
use		= true
use_wpn		= true
meet_dialog	= escape_factory_assault_start

;---------------------------------
;-------- Лагерь у Лиса ----------
;---------------------------------

[logic@esc_stalker_camp_provodnik]
active = kamp@esc_stalker_camp_provodnik

[kamp@esc_stalker_camp_provodnik]
center_point = camp_point
path_walk = camp_point_task
meet = meet@neutral



[logic@esc_stalker_fox]
active = walker@esc_stalker_fox
on_death = death@esc_stalker_fox

[walker@esc_stalker_fox]
path_walk = esc_wounded_fox_walk
path_look = esc_wounded_fox_look
wounded = wounded@esc_stalker_fox
meet = meet@esc_stalker_fox_2
on_info = {+escape_fox_heal} remark@esc_stalker_fox
on_actor_in_zone = esc_ambush_out_restrictor| remark@esc_stalker_fox %=hit_npc(esc_stalker_camp_camp_point:bip01_spine1:1000:0)%

[remark@esc_stalker_fox]
anim = guard
target = actor
meet = meet@esc_stalker_fox_2
on_info = {+escape_stalker_done !_used} camper@esc_stalker_fox


[camper@esc_stalker_fox]
path_walk = esc_fox_walk
path_look = esc_fox_look
on_info = {+escape_stalker_dog_die} remark@end_esc_stalker_fox
meet = no_meet

[remark@end_esc_stalker_fox]
snd = esc_fox_thanks
anim = guard
target = actor
on_signal = sound_end|kamp@esc_stalker_fox
meet = no_meet
danger = danger_condition@fox

[wounded@esc_stalker_fox]
hp_state = 30|help_me@help|29|wounded_heavy@help_heavy
hp_state_see = 30|wounded@help_see|29|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|29|false
hp_fight = 30|true|29|false
syndata = wounded@help
help_dialog = escape_fox_hello_dialog

[kamp@esc_stalker_fox]
center_point = esc_fox_kamp
path_walk = esc_fox_kamp_task
meet = meet@esc_stalker_fox
danger = danger_condition@fox

[death@esc_stalker_fox]
on_info = %+esc_dogs_return%


[danger_condition@fox]
ignore_distance = 20


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

[meet@esc_stalker_fox_2]
meet_state	= 3|guard@wait
meet_state_wpn	= 3|guard@wait
victim		= 3|actor
victim_wpn	= 3|actor
use		= true
use_wpn		= true
meet_dialog     = escape_fox_hello_dialog




[logic@esc_stalker_camp1]
active = kamp@esc_stalker_camp1

[kamp@esc_stalker_camp1]
center_point = camp_point


[logic@esc_stalker_camp2]
active = kamp@esc_stalker_camp2

[kamp@esc_stalker_camp2]
center_point = camp_point


[logic@esc_stalker_camp3]
active = walker@esc_stalker_camp3

[walker@esc_stalker_camp3]
path_walk = walk
path_look = look


;--- новый лагерь ---

[logic@esc_new_lager_esc_kostya]
active = walker@esc_new_lager_esc_kostya

[walker@esc_new_lager_esc_kostya]
path_walk = esc_kostya_walk
path_look = esc_kostya_look


;--- svalka лагерь ---

[logic@svalka_lager_esc_kostya]
active = kamp@svalka_lager_esc_kostya

[kamp@svalka_lager_esc_kostya]
center_point = esc_kostya_kamp


[kamp1@svalka_lager_esc_kostya]
center_point = esc_kostya_kamp1


;--- bar лагерь ---

[logic@bar_lager_esc_kostya]
active = kamp2@bar_lager_esc_kostya

[kamp2@bar_lager_esc_kostya]
center_point = esc_kostya_kamp2
on_info = {!is_day} sleeper@bar_lager_esc_kostya

[sleeper@bar_lager_esc_kostya]
path_main = esc_kostya_sleeper
on_info = {=is_day} kamp2@bar_lager_esc_kostya


;--- as лагерь ---

[logic@as_lager_esc_kostya]
active = kamp3@as_lager_esc_kostya

[kamp3@as_lager_esc_kostya]
center_point = esc_kostya_kamp3


;--- pripyat лагерь ---

[logic@pripyat_lager_esc_kostya]
active = kamp4@pripyat_lager_esc_kostya

[kamp4@pripyat_lager_esc_kostya]
center_point = esc_kostya_kamp4


;-------------------------------------------------------------------------------------------------
;-- Группа Калинина
;-------------------------------------------------------------------------------------------------

[logic@atp_brigada_walker1]
active = walker1@atp_brigada

[walker1@atp_brigada]
path_walk = patzan1_walk
path_look = patzan1_look
on_timer = 90000 | kamp1@atp_brigada

[kamp1@atp_brigada]
center_point  = camp_center
path_walk = camp_center_task
radius = 2.2
on_timer = 80000 | walker1@atp_brigada

[logic@atp_brigada_kamp2]
active = kamp2@atp_brigada

[kamp2@atp_brigada]
center_point  = camp_center
path_walk = camp_center_task
radius = 2.2


[logic@atp_brigada_walker3]
active = walker3@atp_brigada

[walker3@atp_brigada]
path_walk = patzan3_walk
path_look = patzan3_look
on_info = {+atp_vstrecha_start} walker7@atp_brigada

[walker7@atp_brigada]
path_walk = patzan3_1_walk
path_look = patzan3_1_look

[logic@atp_brigada_walker4]
active = walker4@atp_brigada

[walker4@atp_brigada]
path_walk = patzan4_walk
path_look = patzan4_look


[logic@atp_brigada_walker5]
active = walker5@atp_brigada

[walker5@atp_brigada]
path_walk = patzan5_walk
path_look = patzan5_look
on_timer = 120000 | kamp3@atp_brigada

[kamp3@atp_brigada]
center_point  = camp_center
path_walk = camp_center_task
radius = 2.2
on_timer = 80000 | walker5@atp_brigada


[logic@atp_brigada_walker6]
active = walker6@atp_brigada

[walker6@atp_brigada]
path_walk = patzan6_walk
path_look = patzan6_look
on_timer = 23000 | remark@atp_brigada
meet = meet

[remark@atp_brigada]
no_move = true
no_rotate = false
anim = binocular
on_timer = 17000 | walker6@atp_brigada
meet = no_meet

[meet]
use = true
use_wpn = true
meet_talk_enabled = true
;-------------------------------------------------------------------------------------------------
;-- Монолит в лабиринте
;-------------------------------------------------------------------------------------------------
[logic@labirint_monolit_walker1]
active = walker1@labirint_monolit

[walker1@labirint_monolit]
path_walk = fan1_walk
path_look = fan1_look

[logic@labirint_monolit_walker2]
active = walker2@labirint_monolit

[walker2@labirint_monolit]
path_walk = fan2_walk
path_look = fan2_look

[logic@labirint_monolit_walker3]
active = walker3@labirint_monolit

[walker3@labirint_monolit]
path_walk = fan3_walk
path_look = fan3_look

[logic@labirint_monolit_walker4]
active = walker4@labirint_monolit

[walker4@labirint_monolit]
path_walk = fan4_walk
path_look = fan4_look


[logic@labirint_monolit_walker5]
active = walker5@labirint_monolit

[walker5@labirint_monolit]
path_walk = fan5_walk
path_look = fan5_look


[logic@labirint_monolit_walker6]
active = walker6@labirint_monolit

[walker6@labirint_monolit]
path_walk = fan6_walk
path_look = fan6_look


[logic@labirint_monolit_walker7]
active = walker7@labirint_monolit

[walker7@labirint_monolit]
path_walk = fan7_walk
path_look = fan7_look


[logic@labirint_monolit_walker8]
active = walker8@labirint_monolit

[walker8@labirint_monolit]
path_walk = fan8_walk
path_look = fan8_look


[logic@labirint_monolit_walker9]
active = walker9@labirint_monolit

[walker9@labirint_monolit]
path_walk = fan9_walk
path_look = fan9_look


[logic@labirint_monolit_walker10]
active = walker10@labirint_monolit

[walker10@labirint_monolit]
path_walk = fan10_walk
path_look = fan10_look


[logic@labirint_monolit_walker11]
active = walker11@labirint_monolit

[walker11@labirint_monolit]
path_walk = fan11_walk
path_look = fan11_look


[logic@labirint_monolit_walker12]
active = walker12@labirint_monolit

[walker12@labirint_monolit]
path_walk = fan12_walk
path_look = fan12_look


[logic@labirint_monolit_walker13]
active = walker13@labirint_monolit

[walker13@labirint_monolit]
path_walk = fan13_walk
path_look = fan13_look


[logic@labirint_monolit_kamp14]
active = kamp14@labirint_monolit

[kamp14@labirint_monolit]
center_point  = camp_center
path_walk = camp_center_task
radius = 2


[logic@labirint_monolit_kamp15]
active = kamp15@labirint_monolit

[kamp15@labirint_monolit]
center_point  = camp_center
path_walk = camp_center_task
radius = 2


[logic@labirint_monolit_kamp16]
active = kamp16@labirint_monolit

[kamp16@labirint_monolit]
center_point  = camp_center1
path_walk = camp_center_task1
radius = 2


[logic@labirint_monolit_kamp17]
active = kamp17@labirint_monolit

[kamp17@labirint_monolit]
center_point  = camp_center1
path_walk = camp_center_task1
radius = 2


[logic@labirint_monolit_kamp18]
active = kamp18@labirint_monolit

[kamp18@labirint_monolit]
center_point  = camp_center2
path_walk = camp_center_task2
radius = 2


[logic@labirint_monolit_kamp19]
active = kamp19@labirint_monolit

[kamp19@labirint_monolit]
center_point  = camp_center2
path_walk = camp_center_task2
radius = 2


[logic@labirint_monolit_kamp20]
active = kamp20@labirint_monolit

[kamp20@labirint_monolit]
center_point  = camp_center2
path_walk = camp_center_task2
radius = 2


;-------------------------------------------------------------------------------------------------
;-- Отшельник
;-------------------------------------------------------------------------------------------------

[logic@aver_otshelnik_zimovie3]
active = walker@aver_otshelnik_zimovie3

[walker@aver_otshelnik_zimovie3]
path_walk = zimovie3_walk
path_look = zimovie3_look


[logic@aver_otshelnik_zimovie4]
active = walker@aver_otshelnik_zimovie4

[walker@aver_otshelnik_zimovie4]
path_walk = zimovie4_walk
path_look = zimovie4_look


[logic@aver_otshelnik_zimovie5]
active = kamp@aver_otshelnik_zimovie5

[kamp@aver_otshelnik_zimovie5]
center_point  = camp_center
path_walk = camp_center_task
radius = 2.0

;-------------------------------------------------------------------------------------------------
;-- Снайперы на НЗ База
;-------------------------------------------------------------------------------------------------

[logic@land_arhara_sniper_snip1]
active = kamp@land_arhara_sniper_snip1
on_death = death@arhara_sniper
on_hit = hit@arhara_sniper

[kamp@land_arhara_sniper_snip1]
center_point  = camp_center
path_walk = camp_center_task
radius = 2.5


[logic@land_arhara_sniper_snip2]
active = kamp@land_arhara_sniper_snip2
on_death = death@arhara_sniper
on_hit = hit@arhara_sniper

[kamp@land_arhara_sniper_snip2]
center_point  = camp_center
path_walk = camp_center_task
radius = 2.5


[logic@land_arhara_sniper_snip3]
active = walker@land_arhara_sniper_snip3
on_death = death@arhara_sniper
on_hit = hit@arhara_sniper

[walker@land_arhara_sniper_snip3]
path_walk = snip3_walk
path_look = snip3_look


[logic@land_arhara_sniper_snip4]
active = camper@land_arhara_sniper_snip4
on_death = death@arhara_sniper
on_hit = hit@arhara_sniper

[camper@land_arhara_sniper_snip4]
sniper = true
def_state_campering = threat_na
radius = 50
path_walk = snip4_walk
path_look = snip4_look
; no_move = true


[logic@land_arhara_sniper_snip5]
active = camper@land_arhara_sniper_snip5
on_death = death@arhara_sniper
on_hit = hit@arhara_sniper

[camper@land_arhara_sniper_snip5]
sniper = true
def_state_campering = threat_na
radius = 50
path_walk = snip5_walk
path_look = snip5_look


[death@arhara_sniper]
on_info = {=killed_by_actor} %+piligrim_proval%

[hit@arhara_sniper]
on_info = {=hit_by_actor} %+piligrim_proval%
;-------------------------------------------------------------------------------------------------
;-- Снайперы на НЗ Минигулаг_1 у карьера
;-------------------------------------------------------------------------------------------------

[logic@aver_arhara_sniper_mikrogulag1_tip1]
active = walker@aver_arhara_sniper_mikrogulag1_tip1

[walker@aver_arhara_sniper_mikrogulag1_tip1]
path_walk = tip1_walk
path_look = tip1_look


[logic@aver_arhara_sniper_mikrogulag1_tip2]
active = camper@aver_arhara_sniper_mikrogulag2

[camper@aver_arhara_sniper_mikrogulag2]
sniper = true
def_state_campering = threat
def_state_campering_fire = threat_sniper_fire
radius = 80
path_walk = tip2_walk
path_look = tip2_look


[logic@aver_arhara_sniper_mikrogulag1_tip3]
active = walker@aver_arhara_sniper_mikrogulag1_tip3

[walker@aver_arhara_sniper_mikrogulag1_tip3]
path_walk = tip3_walk
path_look = tip3_look

;-------------------------------------------------------------------------------------------------
;-- Снайперы на НЗ гулаг_2 
;-------------------------------------------------------------------------------------------------

[logic@aver_arhara_sniper_makrogulag2_vrag1]
active = walker@aver_arhara_sniper_makrogulag2_vrag1

[walker@aver_arhara_sniper_makrogulag2_vrag1]
path_walk = vrag1_walk
path_look = vrag1_look


[logic@aver_arhara_sniper_makrogulag2_vrag2]
active = walker@aver_arhara_sniper_makrogulag2_vrag2

[walker@aver_arhara_sniper_makrogulag2_vrag2]
path_walk = vrag2_walk
path_look = vrag2_look


[logic@aver_arhara_sniper_makrogulag2_vrag3]
active = walker@aver_arhara_sniper_makrogulag2_vrag3

[walker@aver_arhara_sniper_makrogulag2_vrag3]
path_walk = vrag3_walk
path_look = vrag3_look


[logic@aver_arhara_sniper_makrogulag2_vrag4]
active = walker@aver_arhara_sniper_makrogulag2_vrag4

[walker@aver_arhara_sniper_makrogulag2_vrag4]
path_walk = vrag4_walk
path_look = vrag4_look


[logic@aver_arhara_sniper_makrogulag2_vrag5]
active = walker@aver_arhara_sniper_makrogulag2_vrag5

[walker@aver_arhara_sniper_makrogulag2_vrag5]
path_walk = vrag5_walk
path_look = vrag5_look


[logic@aver_arhara_sniper_makrogulag2_vrag6]
active = walker@aver_arhara_sniper_makrogulag2_vrag6

[walker@aver_arhara_sniper_makrogulag2_vrag6]
path_walk = vrag6_walk
path_look = vrag6_look



[logic@generators_flesh1]
active = mob_home@generators_flesh1

[mob_home@generators_flesh1]
path_home = home
home_min_radius = 35
home_max_radius = 50


[logic@generators_gigant]
active = mob_home@generators_gigant

[mob_home@generators_gigant]
path_home = home
home_min_radius = 25
home_max_radius = 40


[logic@generators_chimera]
active = mob_home@generators_chimera

[mob_home@generators_chimera]
path_home = home
home_min_radius = 40
home_max_radius = 60



[logic@generators_tushkano]
active = mob_home@generators_tushkano

[mob_home@generators_tushkano]
path_home = home
home_min_radius = 30
home_max_radius = 40


[logic@generators_kaban]
active = mob_home@generators_kaban

[mob_home@generators_kaban]
path_home = home
home_min_radius = 30
home_max_radius = 50


[logic@gener_kaban_two]
active = mob_home@gener_kaban_two

[mob_home@gener_kaban_two]
path_home = home
home_min_radius = 30
home_max_radius = 50


[logic@aver_kaban_gulag]
active = mob_home@aver_kaban_gulag

[mob_home@aver_kaban_gulag]
path_home = home
home_min_radius = 40
home_max_radius = 60


[logic@generators_snork]
active = mob_home@generators_snork

[mob_home@generators_snork]
path_home = home
home_min_radius = 25
home_max_radius = 40

