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

[walker@all]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
out_restr = sv_a20_stels_hunter_sr

[walker@hunter_dialog]:walker@all
path_walk = stels_freedom_attack_look
path_look = stels_freedom_attack_walk
def_state_standing = guard
meet = meet@dialog
on_info = {+a20_hunter_break_dialog_1} walker@stels

[walker@stels]:walker@all
path_walk = stels_hunter_stop_walk
path_look = stels_hunter_stop_look
def_state_standing = threat_danger
def_state_moving = sneak_run
meet = no_meet
on_info = {=actor_in_zone(sv_a20_stels_zone_sr) +messeg_hunter_1} %=messeg_actor_2% walker@fire
on_signal = position | {-messeg_hunter_1} %=messeg_hunter_1 +messeg_hunter_1%

[walker@fire]:walker@all
path_walk = stels_hunter_fire_walk
path_look = stels_hunter_fire_look
def_state_standing = search
def_state_moving = patrol_fire
meet = no_meet
on_game_timer = 20 | %+a20_info_signal_patrol_freedom%

[meet@dialog]
meet_dialog = a20_hunter_stels_freedom
close_distance 		= 0
far_distance		= 0
allow_break = false
trade_enable 	= false
use = {!actor_enemy =dist_to_actor_le(5)} self, true