[logic@artmen]
suitable = {=check_npc_name(sim_hunter_2)} true
prior = 200
active = walker@guard
on_hit = hit

[hit]
on_info = {=hit_by_actor} %+actor_attack_and_fall_artmen%

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

[walker@guard]:walker@all
path_walk = artmen_start_ritual_walk
path_look = artmen_start_ritual_look
def_state_standing = guard
def_state_moving = assault
meet = no_meet
on_info = {=dist_to_actor_le(10)} remark@guard

[remark@guard]:walker@all
anim = guard
target = story | actor
meet = meet
on_info = {+b10_hunter_break_dialog_10} walker@look

[walker@look]:walker@all
path_walk = artmen_start_ritual_walk
path_look = artmen_start_ritual_look
def_state_standing = guard_chasovoy
def_state_moving = assault
meet = no_meet
on_info = {+a6_spatial_anomal_ritual_end} remark@dialog

[remark@dialog]:walker@all
anim = guard
target = story | actor
meet = meet
on_info = {+b10_hunter_break_dialog_11} walker@detector

[walker@detector]:walker@all
path_walk = artmen_detector_scaner_walk
path_look = artmen_detector_scaner_look
def_state_standing = scaner_stand
def_state_moving = run
meet = no_meet
on_game_timer = 90 | %=play_sound(a6_artmen_understand_ritual)%
on_game_timer2 = 150 | walker@kill_him

[walker@kill_him]:walker@all
path_walk = artmen_go_under_anomal_walk
path_look = artmen_go_under_anomal_look
def_state_standing = threat_danger
def_state_moving = run
meet = no_meet
on_signal = anomal | %=play_sound(a6_artmen_anomal_kill_him) +a6_artmen_anomal_kill_him%
on_info = {+a6_particle_anomal_kill_stalker} %=kill_npc%

[meet]
meet_dialog = {+a6_spatial_anomal_ritual_end}a6_artmen_normal_ritual, a6_artmen_dialog_ritual
close_distance 		= 5
allow_break = false
trade_enable 	= false