[meet@all]
use = {=actor_enemy} false, true
close_distance 		= 0
far_distance		= 0

[logic@digger_1]
suitable = {=check_npc_name(sim_digger_1)} true
prior = 200
active = walker@digger_sit_radio_1
post_combat_time = 0,0
on_hit = hit@all

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

[walker@all]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
use_camp = true
meet = no_meet
out_restr = sv_a7_stroy_ploshadka_sr

[walker@digger_sit_radio_1]:walker@all
path_walk = digger_baza_sit_radio_1_walk
path_look = digger_baza_sit_radio_1_look
def_state_standing = sit_ass
meet = meet

[meet]
close_anim 		= nil
close_victim 	= nil
far_anim 		= nil
far_victim 		= nil
use = {=actor_enemy} false, true
allow_break = false

[logic@digger_2]
suitable = {=check_npc_name(sim_digger_2)} true
prior = 200
active = walker@digger_sit_radio_2
post_combat_time = 0,0
on_hit = hit@all

[walker@digger_sit_radio_2]:walker@all
path_walk = digger_baza_sit_radio_2_walk
path_look = digger_baza_sit_radio_2_look
def_state_standing = sit_ass
meet = meet@all

[logic@digger_3]
suitable = {=check_npc_name(sim_digger_3)} true
prior = 200
active = walker@digger_sit_1
post_combat_time = 0,0
trade = misc\trade\a7_trade_digger.ltx
on_hit = hit@all

[walker@digger_sit_1]:walker@all
path_walk = digger_baza_sit_1_walk
path_look = digger_baza_sit_1_look
def_state_standing = sit_ass
meet = meet@all

[logic@digger_4]
suitable = {=check_npc_name(sim_digger_4)} true
prior = 200
active = walker@digger_sit_2
post_combat_time = 0,0
on_hit = hit@all

[walker@digger_sit_2]:walker@all
path_walk = digger_baza_sit_2_walk
path_look = digger_baza_sit_2_look
def_state_standing = sit_ass
meet = meet@all

[logic@patrol_1]
suitable = {=check_npc_name(sim_digger_5)} true
prior = 200
active = walker@company_1
post_combat_time = 0,0
on_hit = hit@all

[walker@company_1]:walker@all
path_walk = company_baza_1_walk
path_look = company_baza_1_look
def_state_standing = guard
on_info = {+a7_zmey_break_dialog_1} walker@patrol_1

[walker@patrol_1]:walker@all
path_walk = company_patrol_baza_1_walk
path_look = company_patrol_baza_1_look
def_state_standing = guard

[logic@patrol_2]
suitable = {=check_npc_name(sim_digger_6)} true
prior = 200
active = walker@company_2
post_combat_time = 0,0
on_hit = hit@all

[walker@company_2]:walker@all
path_walk = company_baza_2_walk
path_look = company_baza_2_look
def_state_standing = guard
on_info = {+a7_zmey_break_dialog_1} walker@patrol_2

[walker@patrol_2]:walker@all
path_walk = company_patrol_baza_2_walk
path_look = company_patrol_baza_2_look
def_state_standing = guard