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

[logic@grif_f]
suitable = {=check_npc_name(grif_stalker_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

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

[walker@grif_baza]:walker@all
path_walk = dolg_grif_baza_walk
path_look = dolg_grif_baza_look
def_state_standing = guard
meet = meet
on_info = {+a40_ghost_break_dialog_2} walker@grif_dialog

[walker@grif_dialog]:walker@all
path_walk = teleport_actor_after_dialog_ghost_look
path_look = teleport_actor_after_dialog_ghost_walk
def_state_standing = guard
meet = meet@grif
use_camp = false
on_info = {+a10_grif_break_dialog_14} walker@grif_fire
on_info2 = {=dist_to_actor_le(6)} %+grif_enable_dialog_info%

[walker@grif_fire]:walker@all
path_walk = grif_stalker_sit_about_fire_walk
path_look = grif_stalker_sit_about_fire_look
def_state_standing = sit
meet = meet@grif
use_camp = true

[meet@grif]
meet_dialog = a10_grif_dialog_end
allow_break = false
close_distance 		= 0
far_distance		= 0
use = {!actor_enemy =dist_to_actor_le(5) -a10_grif_break_dialog_14} self, true

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

[animpoint@guitar]:walker@all
cover_name = sv_a10_dikobraz_sit_animpoint
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
meet = meet@dikobraz
use_camp = true
on_info = {-a10_sv_teleport_dikobraz_sit_guitar_info} %=teleport_npc(a10_sv_teleport_dikobraz_sit_guitar_way) +a10_sv_teleport_dikobraz_sit_guitar_info%

[meet@dikobraz]
close_distance 		= 0
far_distance		= 0
close_anim 		= nil
close_victim 	= nil
far_anim 		= nil
far_victim 		= nil
use = {=actor_enemy} false, true