[logic]
active = walker@hold
combat_ignore = combat_ignore
on_death = death

[walker@hold]
path_walk = agr_krot_hold_combat_walk
path_look = agr_krot_hold_combat_look
meet = meet@hold
on_info = {!actor_enemy +agr_help_stalkers_start} walker@hold2
on_info2 = {!actor_enemy +agr_krot_go_to_well} walker@go_to_well
combat_ignore_cond = {!actor_enemy !fighting_actor}	
danger = danger_condition 

[walker@hold2]
path_walk = agr_krot_hold_fake_walk
path_look = agr_krot_hold_fake_look
meet = meet@hold
on_info = {!actor_enemy +agr_help_krot_done +agr_help_stalkers_done} walker@wait_after_hold
combat_ignore_cond = {!actor_enemy !fighting_actor}
danger = danger_condition 

[meet@hold]
meet_state     = 0 | hide_na@speech1
meet_state_wpn = 0 | hide_na@speech1
victim = actor
victim_wpn = actor
use = true
use_wpn = true
meet_dialog = agr_krot_help

[walker@wait_after_hold]
path_walk = agr_krot_hold_walk
path_look = agr_krot_hold_look
meet = meet@wait_after_hold
on_actor_dist_le_nvis = 5 |{!actor_enemy} %+agr_krot_met% remark@thank
on_info = {=actor_enemy -agr_factory_spawn_spetsnaz}
combat_ignore_cond = {!actor_enemy !fighting_actor}
danger = danger_condition

[meet@wait_after_hold]
meet_state     = 30 | hello@talk_hello
meet_state_wpn = 30 | hello@talk_hello
victim = 30 | actor
victim_wpn = 30 | actor 

[remark@thank]
snd = speech
on_signal = sound_end | %+agr_krot_go_to_well +agr_factory_spawn_spetsnaz% walker@go_to_well
meet = no_meet
anim = guard
target = actor
combat_ignore_cond = {!actor_enemy !fighting_actor}
danger = danger_condition 

[walker@go_to_well]
path_walk = agr_krot_to_well_walk
meet = no_meet
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
on_signal = well | {!actor_enemy} walker@well 
combat_ignore_cond = {!actor_enemy !fighting_actor}
danger = danger_condition

[walker@well]
path_walk = agr_krot_well_walk
path_look = agr_krot_well_look
meet = no_meet
on_info = {!actor_enemy +agr_krot_thanks_2} walker@well2
on_actor_dist_le = 5 |{!actor_enemy} remark@thanks_2
combat_ignore_cond = {!actor_enemy !fighting_actor}
danger = danger_condition 

[remark@thanks_2]
snd =  agr_krot_thanks_2
on_signal = sound_end | walker@well2 
meet = no_meet
anim = guard
target = actor
on_info = {!actor_enemy} %+agr_krot_thanks_2%
combat_ignore_cond = {!actor_enemy !fighting_actor}
danger = danger_condition

[walker@well2]
path_walk = agr_krot_well_walk
path_look = agr_krot_well_look
meet = meet@well
on_info = {!actor_enemy +agr_find_gunslinger_cache_start} walker@well3
combat_ignore_cond = {!actor_enemy !fighting_actor}
danger = danger_condition 

[meet@well]
meet_state 		= 30|hello@wait|15|wait@wait|5|wait
meet_state_wpn 	= 30|hello@wait|15|wait@wait|5|wait
victim = 30 | actor
victim_wpn = 30 | actor
use = true
use_wpn = true
meet_dialog = agr_factory_krot_start

[walker@well3]
path_walk = agr_krot_well_walk
path_look = agr_krot_well_look
meet = meet@well2
on_info = {=agr_factory_hold_inactive !actor_enemy}
combat_ignore_cond = {!actor_enemy !fighting_actor}
danger = danger_condition 

[meet@well2]
meet_state 		= 30|hello@wait|15|wait@wait|5|wait
meet_state_wpn 	= 30|hello@wait|15|wait@wait|5|wait
victim = 30 | actor
victim_wpn = 30 | actor
use = true
use_wpn = true

[death]
on_info = %+agr_krot_dead +sar2_death_19%

[known_info]
agr_krot_secret_info

[danger_condition]
ignore_distance = 0
ignore_distance_corpse = 0