[logic]
active = sr_idle@spawn_hunter

[sr_idle@actor_in_zone]
on_info = {=actor_in_zone(sv_a6_help_hunter_sr)} %=help_hunter =give_task(help_hunter_qvuest) =play_sound(signal_sos)% sr_idle@next

[sr_idle@spawn_hunter]
on_info = {+a2_hunter_break_dialog_1} %=create_squad(sim_help_hunter_squad:a6_sv_terrain)% sr_idle@actor_in_zone, {+a2_hunter_break_dialog_2} %=create_squad(sim_help_hunter_squad:a6_sv_terrain)% sr_idle@actor_in_zone

[sr_idle@next]
on_info = {!actor_in_zone(sv_a6_help_hunter_sr)} sr_idle@actor_in_zone
on_info2 = {=dist_to_actor_le(10)} %+a6_actor_in_le_10_for_hunter_help =create_squad(a6_dog_killer_squad:a6_sv_terrain)% sr_idle@attack

[sr_idle@attack]
on_info = {!actor_in_zone(sv_a6_help_hunter_sr) -a6_dog_killer_death -sim_help_hunter_death} %=help_play_stalker% sr_idle@teleport, {+sim_help_hunter_death} %=help_play_stalker% sr_idle@nil
on_info2 = {+a6_hunter_break_dialog_2} %=run_postprocess(black:3009:true) =disable_ui =teleport_actor(a2_sv_terrain_actor_hunter_spawn_walk:a2_sv_terrain_actor_hunter_spawn_look) =teleport_squad(sim_help_hunter_squad:a2_sv_terrain_hunter_fire_4_baza_walk)% sr_idle@stop_process
on_info3 = {+a6_hunter_break_dialog_1} %=run_postprocess(black:3009:true) =disable_ui =teleport_squad(sim_help_hunter_squad:a2_sv_terrain_hunter_fire_4_baza_walk)% sr_idle@stop_process
on_info4 = {!actor_in_zone(sv_a6_help_hunter_sr) +a6_dog_killer_death} %=teleport_squad(sim_help_hunter_squad:a2_sv_terrain_hunter_fire_4_baza_walk)% sr_idle@nil

[sr_idle@stop_process]
on_game_timer = 20 | %=stop_postprocess(3009) =enable_ui% sr_idle@nil

[sr_idle@teleport]
on_info = {=sv_a6_actor_is_far +a6_dog_killer_death -sim_help_hunter_death} %=teleport_squad(sim_help_hunter_squad:a2_sv_terrain_hunter_fire_4_baza_walk)% sr_idle@nil
on_info2 = {+sim_help_hunter_death} sr_idle@nil

[sr_idle@nil]