[logic@timur]
suitable = {=check_npc_name(stalker_digger_timur)} true
prior = 200
active = walker@timur_baza
post_combat_time = 0,0
on_hit = hit@all

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

[walker@all]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
out_restr = sv_a7_stroy_ploshadka_sr

[walker@timur_baza]:walker@all
path_walk = digger_timur_baza_walk
path_look = digger_timur_baza_look
def_state_standing = ward
meet = meet@timur

[meet@all]
close_anim 		= nil
close_victim 	= nil
far_anim 		= nil
far_victim 		= nil
close_distance  = 0
far_distance 	= 0
close_snd_distance = 3
allow_break = false

[meet@timur]:meet@all
meet_dialog = {+a1_kramer_break_dialog_2 -fail_digger_army_zasada}a7_timur_actor_complete_mission, {+fail_digger_army_zasada +a1_kramer_break_dialog_2}a7_timur_actor_stupid_mission, {+fail_digger_army_zasada -a1_kramer_break_dialog_2}a7_timur_actor_fail_mission, a7_timur_hello_mason
close_snd_hello = jup_a6_duty_leader_greeting
close_snd_bye 	= jup_a6_duty_leader_farewell
use = {=actor_enemy} false, true
trade_enable 	= false

[logic@zmey]
suitable = {=check_npc_name(stalker_digger_zmey)} true
prior = 200
active = walker@zmey_hello
post_combat_time = 0,0
on_hit = hit@all

[walker@zmey_hello]:walker@all
path_walk = zmey_hello_baza_walk
path_look = zmey_hello_baza_look
def_state_standing = guard
meet = meet@zmey
on_info = {+a7_zmey_break_dialog_1} %=play_sound(a7_zmey_funny_mason)% walker@zmey_baza

[walker@zmey_baza]:walker@all
path_walk = zmey_stay_baza_walk
path_look = zmey_stay_baza_look
def_state_standing = guard
meet = meet@zmey

[meet@zmey]:meet@all
meet_dialog = a7_zmey_hello_mason
use = {!actor_enemy =dist_to_actor_le(5) +a7_timur_break_dialog_1 -a7_zmey_break_dialog_1} self, true
trade_enable 	= false

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

[animpoint@sit]:walker@all
cover_name = a7_digger_cover
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
meet = meet@koldun
use_camp = false
on_info = {+a7_how_are_you_koldun_1} %=play_sound(a7_how_are_you_koldun_1)%
on_info2 = {+a7_how_are_you_koldun_2 -a7_how_are_you_koldun_sound_1} %=stop_sound(a7_how_are_you_koldun_1) +a7_how_are_you_koldun_sound_1%
on_info3 = {+a7_how_are_you_koldun_2} %=play_sound(a7_how_are_you_koldun_2)%
on_info4 = {+a7_koldun_break_dialog_2 -a7_how_are_you_koldun_sound_2} %=stop_sound(a7_how_are_you_koldun_2) +a7_how_are_you_koldun_sound_2%
on_info5 = {+a7_koldun_break_dialog_5 -a7_koldun_break_dialog_6} walker@use_radio

[walker@use_radio]:walker@all
path_walk = digger_koldun_use_radio_walk
path_look = digger_koldun_use_radio_look
def_state_standing = choose
meet = no_meet
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
use_camp = false
on_signal = army | %+a7_radio_army_start%
on_info = {+a7_radio_army_end} remark@press

[remark@press]:walker@all
anim = ward_short
target = story | actor
meet = meet@koldun
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
use_camp = false
on_info = {+a7_koldun_break_dialog_6} animpoint@sit

[meet@koldun]:meet@all
meet_dialog = {+a7_radio_army_end}a7_koldun_army_peregovory, {+messeg_timur_1}a7_koldun_mec_instrumenty
close_snd_hello = a7_koldun_meet_hello
close_snd_bye = a7_koldun_meet_bye