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

[logic@greh]
suitable = {=check_npc_name(stalker_rip_greh)} true
prior = 200
active = walker@greh
post_combat_time = 0,0

[walker@greh]:walker@all
path_walk = greh_craft_rip_black_man_walk
path_look = greh_craft_rip_black_man_look
meet = no_meet
on_info = {=dist_to_actor_le(4)} remark@greh_threat

[remark@greh_threat]:walker@all
anim = threat_na
target = story | actor
meet = meet@greh
on_info = {+a50_all_break_dialog_1} remark@greh

[remark@greh]:walker@all
anim = guard
target = story | actor
meet = no_meet

[meet@greh]
meet_dialog = a50_greh_dialog_about_all
allow_break = false
trade_enable 	= false
use = {!actor_enemy} self, true

[logic@zmey]
suitable = {=check_npc_name(stalker_neutral_zmey)} true
prior = 200
active = remark@zmey
post_combat_time = 0,0

[remark@zmey]:walker@all
anim = threat_na
target = story | actor
meet = meet@zmey
on_info = {+a50_all_break_dialog_2} walker@zmey
on_info2 = {+a50_all_break_dialog_1} %=play_sound(a50_zmey_drop_weapon)%

[walker@zmey]:walker@all
path_walk = kramer_theart_zmey_walk
path_look = zmey_theart_kramer_walk
def_state_standing = threat_na
meet = no_meet

[meet@zmey]
meet_dialog = a50_zmey_dialog_about_all
allow_break = false
trade_enable 	= false
use = {!actor_enemy} self, true

[logic@kramer]
suitable = {=check_npc_name(kramer_boss_killer)} true
prior = 200
active = walker@kramer
post_combat_time = 0,0

[walker@kramer]:walker@all
path_walk = zmey_theart_kramer_walk
path_look = kramer_theart_zmey_walk
def_state_standing = threat_na
meet = meet@kramer

[meet@kramer]
meet_dialog = a50_kramer_dialog_about_all
allow_break = false
trade_enable 	= false
use = {!actor_enemy} self, true