[meet@all]
close_anim 		= nil
close_victim 	= nil
far_anim 		= nil
far_victim 		= nil
close_distance  = 0
far_distance 	= 0
allow_break = false

[hit@all]
on_info = {=hit_by_actor} %+actor_stuped_fall_rip_mission%

[logic@greh]
suitable = {=check_npc_name(stalker_rip_greh)} true
prior = 200
active = walker@dialog
post_combat_time = 0,0
on_hit = hit@all
level_spot = {+sv_help_play_yes}need_actor

[walker@all]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
show_spot = false

[walker@dialog]:walker@all
path_walk = tonnel_start_dialog_greh_to_actor
path_look = tonnel_start_dialog_actor_to_greh
def_state_standing = guard
meet = meet@greh
on_info = {+a100_greh_break_dialog_1} walker@greh

[walker@greh]:walker@all
path_walk = tonnel_sit_ass_rip_man_greh_walk
path_look = tonnel_sit_ass_rip_man_greh_look
def_state_standing = sit_ass
meet = meet@greh

[meet@greh]:meet@all
meet_dialog = a100_start_dialog_greh
close_snd_hello = a100_rip_greh_meet_hello
close_snd_bye = a100_rip_greh_meet_bye
close_snd_distance = 3
use = {=actor_enemy} false, true
trade_enable 	= false
use = {!actor_enemy =dist_to_actor_le(5) -a100_greh_break_dialog_1} self, true

[logic@istorik]
suitable = {=check_npc_name(stalker_rip_istorik)} true
prior = 200
active = walker@istorik
post_combat_time = 0,0
on_hit = hit@all

[walker@istorik]:walker@all
path_walk = tonnel_sit_rip_man_istorik_walk
path_look = tonnel_sit_rip_man_istorik_look
def_state_standing = sit
meet = no_meet