[logic@grif]
suitable = {=check_npc_name(grif_dolg_friend)} true
prior = 200
active = walker@grif_baza
post_combat_time = 0,0
level_spot = {+sv_help_play_yes}need_actor
on_hit = hit@all

[meet@all]
close_anim 		= nil
close_victim 	= nil
far_anim 		= nil
far_victim 		= nil
close_distance  = 0
far_distance 	= 0
allow_break = false

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

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

[walker@grif_baza]:walker@all
path_walk = dolg_grif_baza_walk
path_look = dolg_grif_baza_look
def_state_standing = guard
meet = meet@grif
on_info = {+a10_grif_break_dialog_11} %=play_sound(a10_dolg_grif_what_fuck_after)%
on_info2 = {+sv_help_signal_duty_info} walker@grif_trans

[walker@grif_trans]:walker@all
path_walk = dolg_grif_baza_walk
path_look = dolg_grif_baza_look
def_state_standing = help_wounded
meet = meet@spec
on_info = {+a10_grif_break_dialog_12} walker@grif_war

[walker@grif_war]:walker@all
path_walk = dolg_grif_baza_walk
path_look = dolg_grif_baza_look
def_state_standing = guard
meet = meet
on_info = {+a10_scary_scream_mutant_zastava} %=play_sound(a10_dolg_grif_what_fuck_before)%

[meet@spec]:meet@all
meet_dialog = a10_grif_bull_fuck_situation
use = {=actor_enemy} false, true
trade_enable 	= false

[meet@grif]:meet@all
meet_dialog = {+a7_koldun_break_dialog_1 +a10_mironyk_break_dialog_3}a10_grif_lost_mironyk, {+a8_actor_looser_go_out_angar}a10_grif_actor_loser_out_angar, {+mironyk_comeback_on_baza}a10_grif_sklad_what_bisness, {+a7_zmey_break_dialog_1}a10_grif_start_dialog
close_snd_hello = jup_a6_duty_leader_greeting
close_snd_bye = jup_a6_duty_leader_farewell
close_snd_distance = 3
use = {=actor_enemy} false, true
trade_enable 	= false

[logic@dikobraz]
suitable = {=check_npc_name(a10_dolg_dikobraz)} true
prior = 200
active = animpoint@sit
post_combat_time = 0,0
level_spot = mechanic
on_hit = hit@all

[animpoint@sit]:walker@all
cover_name = a10_duty_cover
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
meet = meet@dikobraz
use_camp = false
on_info = {+sv_help_signal_duty_info} animpoint@sleep

[animpoint@sleep]:walker@all
cover_name = a10_duty_cover_sleep
avail_animations = zat_b3_tech_drunk
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
meet = no_meet
use_camp = false

[meet@dikobraz]:meet@all
close_snd_hello = a10_dikobraz_meet_hello
close_snd_bye = a10_dikobraz_meet_bye
close_snd_distance = 3
use = {=actor_enemy} false, true

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

[walker@mironyk_baza]:walker@all
path_walk = dolg_mironyk_walk
path_look = dolg_mironyk_look
def_state_standing = guard
meet = meet@mironyk
on_info = {+a8_actor_looser_go_out_angar} walker@mironyk_bad
on_info2 = {+sv_help_signal_duty_info} %=teleport_npc(a10_sv_terrain_solder_dolg_rip_vibros_way:sr_cutscene_actor_secret_signal_dolg_walk)% walker@rip

[walker@rip]:walker@all
path_walk = solder_dolg_rip_vibros_way
def_state_standing = guard
on_info = %=kill_npc%

[walker@mironyk_bad]:walker@all
path_walk = dolg_mironyk_walk
path_look = dolg_mironyk_look
def_state_standing = guard
meet = meet@mironyk_bad
on_info = {+sv_help_signal_duty_info} %=teleport_npc(a10_sv_terrain_solder_dolg_rip_vibros_way:sr_cutscene_actor_secret_signal_dolg_walk)% walker@rip

[meet@mironyk]:meet@all
meet_dialog = {+a10_grif_break_dialog_1}a10_mironyk_start_dialog
trade_enable 	= false

[meet@mironyk_bad]:meet@all
snd_on_use = a10_mironyk_agry_actor
abuse = false
use	= false
meet_on_talking = false
close_snd_hello = nil
close_snd_bye   = nil