[logic@zveroboy]
suitable = {=check_npc_name(animals_beat_stalker_hunter)} true
prior = 200
active = walker@zveroboy_dialog
post_combat_time = 0,0
on_hit = hit@zveroboy

[hit@zveroboy]
on_info = {=hit_by_actor} %+actor_stuped_fall_hunter_mission%

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

[walker@zveroboy_dialog]:walker@all
path_walk = zveroboy_hunter_dialog_krovosos_walk
path_look = zveroboy_hunter_dialog_krovosos_look
def_state_standing = guard
meet = meet
on_info = {+a2_hunter_break_dialog_19} walker@zveroboy_binocle
on_info2 = {=dist_to_actor_ge(50)} %+a2_hunter_break_dialog_20%

[walker@zveroboy_binocle]:walker@all
path_walk = zveroboy_hunter_dialog_krovosos_walk
path_look = zveroboy_hunter_dialog_binocle_look
def_state_standing = binocular
meet = no_meet
on_game_timer = 20 | %=play_sound(b3_funy_story_hunter_about_krovosos)%
on_signal = sound_end | %+b3_funy_stroy_hunter_about_krovosos%
on_info = {+dog_spawn_and_krovosos_walk} %=play_sound(b3_hunter_see_krovosos_in_zone)% walker@sneak_run_one
on_info2 = {+b3_actor_was_be_see_krovosos} %=play_sound(b3_actor_was_be_see_krovosos)% companion_guard@active
on_info3 = {=dist_to_actor_ge(50)} %+a2_hunter_break_dialog_20 =stop_sound(b3_funy_story_hunter_about_krovosos)%

[walker@sneak_run_one]:walker@all
path_walk = zveroboy_hunter_sneak_run_two_walk
def_state_moving = sneak_run
meet = no_meet
on_signal = sneak_one | walker@sneak_run_two
on_info = {=dist_to_actor_ge(5)} remark@stop_run_one
on_info2 = {+b3_actor_was_be_see_krovosos} %=play_sound(b3_actor_was_be_see_krovosos)% companion_guard@active
on_info3 = {=dist_to_actor_ge(50)} %+a2_hunter_break_dialog_20%

[remark@stop_run_one]:walker@all
anim = hide_na
target = path | b3_sv_terrain_dog_spawn_and_krovosos_walk, 0
meet = no_meet
on_info = {=dist_to_actor_le(5)} walker@sneak_run_one
on_info2 = {+b3_actor_was_be_see_krovosos} %=play_sound(b3_actor_was_be_see_krovosos)% companion_guard@active
on_info3 = {=dist_to_actor_ge(50)} %+a2_hunter_break_dialog_20%

[walker@sneak_run_two]:walker@all
path_walk = zveroboy_hunter_sneak_run_one_walk
def_state_moving = sneak_run
def_state_standing = threat_danger
meet = no_meet
on_info = {=dist_to_actor_ge(5)} remark@stop_run_two
on_signal = sneak_two | walker@threat_danger
on_info2 = {+b3_actor_was_be_see_krovosos} %=play_sound(b3_actor_was_be_see_krovosos)% companion_guard@active
on_info3 = {=dist_to_actor_ge(50)} %+a2_hunter_break_dialog_20%

[walker@threat_danger]:walker@all
path_walk = zveroboy_hunter_sneak_run_one_walk
path_look = zveroboy_hunter_sneak_run_one_look
def_state_standing = threat_danger
meet = no_meet
on_game_timer = 30 | %=play_sound(b3_zveroboy_end_way_start_fight) +b3_zveroboy_end_way_start_fight%
on_info = {=actor_in_zone(sv_b3_zone_krovosos_sr) +b3_zveroboy_end_way_start_fight} %=play_sound(b3_krovosos_back_stalker) +b3_krovosos_back_stalker% companion_guard@active
on_info2 = {+b3_actor_was_be_see_krovosos} %=play_sound(b3_actor_was_be_see_krovosos)% companion_guard@active
on_info3 = {=dist_to_actor_ge(50)} %+a2_hunter_break_dialog_20%

[companion_guard@active]
on_info = {+b3_krovosos_hunter_death} remark@win
on_info2 = {!actor_in_zone(sv_b3_war_zone_sr)} %+a2_hunter_break_dialog_20%

[remark@win]:walker@all
anim = guard
target = story | actor
meet = meet
on_info = {=dist_to_actor_ge(50)} %+a2_hunter_break_dialog_20 =messeg_zveroboy_6 +help_play_nagrada_mission%

[remark@stop_run_two]:walker@all
anim = hide_na
target = path | b3_sv_terrain_dog_spawn_and_krovosos_walk, 0
meet = no_meet
on_info = {=dist_to_actor_le(5)} walker@sneak_run_two
on_info2 = {+b3_actor_was_be_see_krovosos} %=play_sound(b3_actor_was_be_see_krovosos)% companion_guard@active
on_info3 = {=dist_to_actor_ge(50)} %+a2_hunter_break_dialog_20%

[meet]
meet_dialog = {+b3_krovosos_hunter_death}b3_dead_krovosos_zveroboy, b3_hunter_krovosos_zveroboy
close_distance 		= 3
far_distance		= 4
use = {!actor_enemy =dist_to_actor_le(10) -a2_hunter_break_dialog_19} self, true
allow_break = false

;------------------------krovosos-------------

[logic@krovosos]
suitable = {=target_squad_name(b3_krovosos_hunter_squad)} true
prior = 200
active = mob_home@krovosos
monster_job = true
on_hit = hit@all
on_death = death@krovosos

[death@krovosos]
on_info = {=killed_by_actor +b3_actor_fail_and_comeback_krovosos} %+b3_actor_looser_but_kill_krovosos%
on_info2 = {!killed_by_actor +b3_actor_fail_and_comeback_krovosos} %+b3_actor_looser_hunter_kill_krovosos%

[hit@all]
on_info = {-b3_zveroboy_end_way_start_fight} %+b3_actor_was_be_see_krovosos%

[mob_home@krovosos]
path_home = dog_spawn_and_krovosos_walk
aggressive = false
home_min_radius = 2
home_max_radius = 4
combat_ignore_cond = {=check_enemy_name(animals_beat_stalker_hunter)} true, {=check_enemy_name(actor)} true
on_info = {+b3_zveroboy_end_way_start_fight} mob_walker@state
on_info2 = {=see_actor =dist_to_actor_le(40)} %+b3_actor_was_be_see_krovosos% mob_home@attack
on_info3 = {+b3_actor_was_be_see_krovosos} mob_home@attack

[mob_walker@state]
path_walk = dog_spawn_and_krovosos_walk
state = invis
combat_ignore_cond = {=check_enemy_name(animals_beat_stalker_hunter)} true, {=check_enemy_name(actor)} true
on_info = {=actor_in_zone(sv_b3_zone_krovosos_sr)} %=teleport_squad(b3_krovosos_hunter_squad:b3_sv_terrain_krovosos_attack_back_home)% mob_home@attack

[mob_home@attack]
path_home = krovosos_attack_back_home
aggressive = true
home_min_radius = 2
home_max_radius = 4
on_info = {=see_actor} mob_walker@attack

[mob_walker@attack]
path_walk = krovosos_attack_back_home
state = vis
on_game_timer = 100 | mob_home@attack