[logic@freedom]
suitable = {=check_npc_name(sim_freedom_1) -a8_freedom_oblava_box} true
prior = 200
active = walker@freedom_start_go
post_combat_time = 0,0
on_hit = hit@freedom

[hit@freedom]
on_info = {=hit_by_actor} %+npc_freedom_box_see_actor%

[walker@all]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = {=check_enemy_name(sim_freedom_1)} true, {=check_enemy_name(sim_freedom_2)} true, {=check_enemy_name(sim_freedom_3)} true, {=check_enemy_name(sim_freedom_4)} true, {=check_enemy_name(sim_freedom_5)} true

[walker@freedom_start_go]:walker@all
path_walk = freedom_start_go_in_lost_angar_walk
def_state_moving = assault
meet = no_meet
on_signal = angar | walker@freedom_end_go
on_info = {=actor_see_npc} %+actor_see_freedom_box_npc%
on_info2 = {=dist_to_actor_le(70)} %+npc_freedom_box_see_actor%
on_info3 = {=see_actor} %+npc_freedom_box_see_actor%

[walker@freedom_end_go]:walker@all
path_walk = freedom_end_go_in_lost_angar_walk
path_look = freedom_end_go_in_lost_angar_look
def_state_moving = assault
meet = no_meet
on_info = {=actor_see_npc} %+actor_see_freedom_box_npc%
on_info2 = {=dist_to_actor_le(70)} %+npc_freedom_box_see_actor%
on_info3 = {=see_actor} %+npc_freedom_box_see_actor%
on_signal = podstava | %+a8_freedom_in_angar_and_remove_lost%

;-----------------------mironyk---------------

[logic@mironyk]
suitable = {=check_npc_name(a10_dolg_mironyk)} true
prior = 200
active = walker@mironyk_dialog
post_combat_time = 0,0
on_hit = hit@mironyk

[hit@mironyk]
on_info = {=hit_by_actor} %+actor_stuped_fall_dolg_mission%

[walker@mironyk_dialog]:walker@all
path_walk = actor_angar_dialog_mironyk_look
path_look = actor_angar_dialog_mironyk_walk
def_state_moving = assault
meet = meet@mironyk
on_info = {=dist_to_actor_le(4)} %=enable_ui =zero_hud_effect%
on_info2 = {+a10_mironyk_break_dialog_2} %=comeback_hud_effect% walker@mironyk_scaner

[walker@mironyk_scaner]:walker@all
path_walk = actor_angar_scaner_mironyk_walk
path_look = actor_angar_scaner_mironyk_look
def_state_moving = run
meet = no_meet
on_game_timer = 50 | %=play_sound(a8_mironyk_scaner)%
on_game_timer2 = 150 | %=play_sound(a8_mironyk_see_scaner) +a8_mironyk_see_scaner%
on_signal = dead | {=dist_to_actor_le(7)} %=play_sound(a8_mironyk_see_death_freedom) +a8_mironyk_see_death_freedom%
on_info = {+a8_freedom_oblava_box} %=play_sound(a8_mironyk_fuck_freedom) =create_squad(freedom_angar_squad:a8_sv_terrain) =set_squad_enemy_to_actor(freedom_angar_squad)% walker@dinamite
on_info2 = {=dist_to_actor_ge(50)} %=play_sound(a8_actor_looser_go_out_angar) +a8_actor_looser_go_out_angar%

[walker@dinamite]:walker@all
path_walk = mironyk_use_dinamite_walk
path_look = mironyk_use_dinamite_look
def_state_moving = run
meet = no_meet
on_signal = sound | %=play_sound(a8_mironyk_help_me_dinamite) +a8_mironyk_help_me_dinamite%
on_info = {+a8_mironyk_stay_dinamite_out_angar} %=play_sound(a8_mironyk_stay_dinamite_out_angar) =spawn_object(pri_a25_antenna_grenade:sv_a8_mironyk_dinamite_box_spawn)% walker@tik_tak
on_info2 = {=dist_to_actor_ge(50)} %=play_sound(a8_actor_looser_go_out_angar) +a8_actor_looser_go_out_angar%

[walker@tik_tak]:walker@all
path_walk = mironyk_out_angat_tik_tak_walk
path_look = mironyk_out_angat_tik_tak_look
def_state_moving = assault
def_state_standing = threat_danger
meet = no_meet
on_signal = bomb | %+angar_mironyk_attack_signal%
on_info = {=sv_a8_freedom_in_bomb_has} companion_guard@active
on_info2 = {=sv_a8_freedom_bomb_has -destroy_freedom_ammo_box_ph +freedom_angar_death} companion_guard@active
on_info3 = {=dist_to_actor_ge(50)} %=play_sound(a8_actor_looser_go_out_angar) +a8_actor_looser_go_out_angar%

[companion_guard@active]
on_info = {!actor_in_zone(sv_a8_war_zone_sr)} %=play_sound(a8_actor_looser_go_out_angar) +a8_actor_looser_go_out_angar%

[meet@mironyk]
meet_dialog = a8_mironyk_where_is_box
close_distance 		= 0
far_distance		= 0
allow_break = false
trade_enable 	= false
use = {!actor_enemy =dist_to_actor_le(4)} self, true