[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_walk
path_look = zveroboy_hunter_dialog_look
def_state_standing = guard
meet = meet
on_info = {+a2_hunter_break_dialog_5} %=play_sound(b1_start_hunter_walk)% walker@zveroboy_walk

[walker@zveroboy_walk]:walker@all
path_walk = zveroboy_hunter_sneak_go_walk
path_look = zveroboy_hunter_sneak_go_look
def_state_standing = threat_danger
def_state_moving = sneak_run
meet = no_meet
on_signal = fire | %=play_sound(b1_hunter_attack_boar) +b1_hunter_attack_boar%
on_info = {+b1_boar_ovrag_dead_1 +b1_boar_ovrag_dead_2} walker@zveroboy_assault
on_info2 = {+b1_boar_hunter_death} remark@guard
on_info3 = {=dist_to_actor_ge(65)} %+a2_hunter_break_dialog_6%

[walker@zveroboy_assault]:walker@all
path_walk = zveroboy_hunter_assault_walk
path_look = zveroboy_hunter_assault_look
def_state_standing = threat_danger
def_state_moving = assault
meet = no_meet
on_info = {+b1_boar_hunter_death} remark@guard
on_info2 = {=dist_to_actor_ge(65)} %+a2_hunter_break_dialog_6%

[remark@guard]:walker@all
anim = guard
target = story | actor
meet = meet
on_info = {=dist_to_actor_ge(65)} %=messeg_zveroboy_2 +a2_hunter_break_dialog_6 =spawn_object_in(ammo_12x70_buck:sv_a2_actor_box) =spawn_object_in(ammo_12x70_buck:sv_a2_actor_box) +help_play_nagrada_mission%

[meet]
meet_dialog = {+b1_boar_hunter_death}b1_dead_boar_zveroboy, b1_hunter_boar_zveroboy
close_distance 		= 3
far_distance		= 4
use = {!actor_enemy =dist_to_actor_le(4) -a2_hunter_break_dialog_5} self, true
allow_break = false