[logic@hunter_1]
suitable = {=check_npc_name(sim_hunter_1)} true
prior = 200
active = walker@hunter_fire_1
post_combat_time = 0,0
on_hit = hit@all

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

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

[walker@hunter_fire_1]:walker@all
path_walk = hunter_fire_1_baza_walk
path_look = hunter_fire_1_baza_look
def_state_standing = sit_ass
meet = meet@all

[meet@all]
close_distance 		= 0
far_distance		= 0

[logic@hunter_2]
suitable = {=check_npc_name(sim_hunter_2)} true
prior = 200
active = walker@hunter_fire_2
post_combat_time = 0,0
on_hit = hit@all
trade = misc\trade\a2_trade_hunter.ltx

[walker@hunter_fire_2]:walker@all
path_walk = hunter_fire_2_baza_walk
path_look = hunter_fire_2_baza_look
def_state_standing = guard
meet = meet@all
on_info = {+b10_hunter_break_dialog_3} walker@guard
on_info2 = {+b10_hunter_break_dialog_4} walker@guard

[walker@guard]:walker@all
path_walk = hunter_fire_2_baza_walk
path_look = hunter_fire_2_baza_look
def_state_standing = guard
meet = meet@art

[meet@art]
close_distance 		= 5
allow_break = false

[logic@hunter_3]
suitable = {=check_npc_name(sim_hunter_3)} true
prior = 200
active = walker@hunter_fire_3
post_combat_time = 0,0
on_hit = hit@all

[walker@hunter_fire_3]:walker@all
path_walk = hunter_fire_3_baza_walk
path_look = hunter_fire_3_baza_look
;def_state_standing = sit_ass
meet = no_meet

[logic@hunter_4]
suitable = {=check_npc_name(sim_hunter_4)} true
prior = 200
active = walker@hunter_fire_4
post_combat_time = 0,0
on_hit = hit@all

[walker@hunter_fire_4]:walker@all
path_walk = hunter_fire_4_baza_walk
path_look = hunter_fire_4_baza_look
def_state_standing = sit
meet = meet@all
on_info = {=dist_to_actor_le(5) =see_actor -a6_hunter_break_dialog_1 -a6_hunter_break_dialog_2} remark@hunter_fire_4

[remark@hunter_fire_4]:walker@all
anim = guard
target = story | actor
meet = meet@dialog
on_info = {+a2_story_hunter_a6_life_good} walker@sit_hunter, {+a2_story_hunter_a6_life_bad_yes} walker@sit_hunter, {+a2_story_hunter_a6_life_bad_no} walker@sit_hunter

[walker@sit_hunter]:walker@all
path_walk = hunter_fire_4_baza_walk
path_look = hunter_fire_4_baza_look
def_state_standing = sit
meet = meet@all

[meet@dialog]
meet_dialog = {+a6_actor_kill_mutant_but_comeback_in_zone}a2_story_hunter_a6_life_good, a2_story_hunter_a6_life_bad
close_distance 		= 0
far_distance		= 0
allow_break = false
trade_enable 	= false
use = {!actor_enemy =dist_to_actor_le(5)} self, true