[logic@hunter]
suitable = {=check_npc_name(sim_hunter_4)} true
prior = 200
active = walker@hunter_theart
on_hit = hit

[hit]
on_info = {=hit_by_actor} %+actor_attack_and_fall_help_hunter%

[walker@all]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
;use_camp = false

[walker@hunter_theart]:walker@all
path_walk = theart_help_hunter_walk
path_look = theart_help_hunter_look
def_state_standing = threat_danger
meet = no_meet
on_info = {=dist_to_actor_le(10)} %=play_sound(a6_actor_come_help_hunter)%
on_info2 = {=dist_to_actor_ge(40) +a6_actor_in_le_10_for_hunter_help} %=play_sound(a6_radio_actor_looser)%
on_info3 = {+a6_dog_killer_death} remark@guard

[remark@guard]:walker@all
anim = guard
target = story | actor
meet = meet

[meet]
meet_dialog = a6_thanx_help_hunter
close_distance 		= 0
far_distance		= 0
allow_break = false
trade_enable 	= false