[logic@dolg_1]
suitable = {=target_squad_name(sim_dolg_baza_squad)} true
prior = 200
active = walker@dolg_fire_1
post_combat_time = 0,0
on_hit = hit@all

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

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

[walker@dolg_fire_1]:walker@all
path_walk = dolg_fire_1_baza_walk
path_look = dolg_fire_1_baza_look
def_state_standing = sit_ass
meet = no_meet
on_info = {+a10_grif_break_dialog_7 -freedom_group_attack_dolg_death} %=teleport_npc(a10_sv_terrain_actor_dialog_solder_zasada_look:a10_sv_terrain_actor_dialog_solder_zasada_walk)% walker@dialog
on_info2 = {+sv_help_signal_duty_info} remark@wounded

[remark@wounded]:walker@all
meet = no_meet
use_camp = false
wounded = wounded@trans

[wounded@trans]
hp_state = 101|wounded_heavy@help_heavy
hp_state_see = 101|wounded_heavy@help_heavy
hp_victim = 101|actor
hp_cover = 101|false
hp_fight = 101|false
autoheal = false
not_for_help = false
enable_talk = false

[walker@dialog]:walker@all
path_walk = actor_dialog_solder_zasada_look
path_look = actor_dialog_solder_zasada_walk
def_state_standing = guard
meet = meet@dolg
use_camp = false
combat_ignore_cond = {=check_enemy_name(sim_freedom_1:sim_freedom_2:sim_freedom_3:sim_freedom_4:sim_freedom_5)} true
on_info = {+a21_dolg_break_dialog_1} walker@look

[walker@look]:walker@all
path_walk = actor_dialog_solder_zasada_look
path_look = solder_zasada_wood_look
def_state_standing = caution
use_camp = false
combat_ignore_cond = {=check_enemy_name(sim_freedom_1:sim_freedom_2:sim_freedom_3:sim_freedom_4:sim_freedom_5)} true
meet = no_meet
out_restr = sv_a21_light_sr
on_info = {+a21_sv_terrain_bomb_freedom_zasada_info} remark@attack_1
on_info2 = {+a21_sv_terrain_bomb_freedom_zasada_hit} remark@attack_1
on_game_timer = 50 | %=play_sound(a10_dolg_zasada_see_enemy)%

[remark@attack_1]:walker@all
use_camp = false
on_info = {+freedom_group_attack_dolg_death} walker@dolg_fire_1

[meet@dolg]
meet_dialog = a21_dialog_dolg_zasada
use = {!actor_enemy =dist_to_actor_le(5)} self, true
allow_break = false
trade_enable 	= false

[logic@dolg_2]
suitable = {=target_squad_name(sim_dolg_baza_squad)} true
prior = 200
active = walker@dolg_fire_2
post_combat_time = 0,0
on_hit = hit@all

[walker@dolg_fire_2]:walker@all
path_walk = dolg_fire_2_baza_walk
path_look = dolg_fire_2_baza_look
def_state_standing = sit_ass
meet = no_meet
on_info = {+a10_grif_break_dialog_7 -freedom_group_attack_dolg_death} %=teleport_npc(a10_sv_terrain_solder_zasada_wood_walk:a10_sv_terrain_solder_zasada_wood_look)% walker@zasada
on_info2 = {+sv_help_signal_duty_info} %=teleport_npc(a10_sv_terrain_solder_dolg_trans_vibros_3_walk:a10_sv_terrain_solder_dolg_trans_vibros_3_look)% walker@trans_3

[walker@trans_3]:walker@all
path_walk = solder_dolg_trans_vibros_3_walk
path_look = solder_dolg_trans_vibros_3_look
def_state_standing = psy_pain
meet = no_meet
use_camp = false
on_info = {+sv_help_signal_duty_signal =dist_to_actor_le(10)} %=play_sound(a10_solder_dialog_before_vibros_4)%
on_info2 = {+a10_grif_break_dialog_12 =dist_to_actor_le(5)} walker@oborona_3

[walker@oborona_3]:walker@all
path_walk = solder_dolg_oborona_vibros_3_walk
path_look = solder_dolg_oborona_vibros_3_look
def_state_standing = threat_na
def_state_moving = assault
meet = no_meet
use_camp = false

[walker@zasada]:walker@all
path_walk = solder_zasada_wood_walk
path_look = solder_zasada_wood_look
def_state_standing = caution
use_camp = false
combat_ignore_cond = {=check_enemy_name(sim_freedom_1:sim_freedom_2:sim_freedom_3:sim_freedom_4:sim_freedom_5)} true
meet = no_meet
out_restr = sv_a21_light_sr
on_info = {+a21_sv_terrain_bomb_freedom_zasada_info} remark@attack_2
on_info2 = {+a21_sv_terrain_bomb_freedom_zasada_hit} remark@attack_2

[remark@attack_2]:walker@all
use_camp = false
on_info = {+freedom_group_attack_dolg_death} walker@dolg_fire_2

[logic@dolg_3]
suitable = {=target_squad_name(sim_dolg_baza_squad)} true
prior = 200
active = walker@dolg_ohrana_1
post_combat_time = 0,0
on_hit = hit@all

[walker@dolg_ohrana_1]:walker@all
path_walk = dolg_ohrana_1_baza_walk
path_look = dolg_ohrana_1_baza_look
def_state_standing = guard
meet = no_meet
combat_ignore_cond = {=check_enemy_name(sim_freedom_1:sim_freedom_2:sim_freedom_3:sim_freedom_4:sim_freedom_5)} true
on_info = {+sv_help_signal_duty_info} %=teleport_npc(a10_sv_terrain_solder_dolg_trans_vibros_4_walk:a10_sv_terrain_solder_dolg_trans_vibros_4_look)% walker@trans_4

[walker@trans_4]:walker@all
path_walk = solder_dolg_trans_vibros_4_walk
path_look = solder_dolg_trans_vibros_4_look
def_state_standing = psy_armed
meet = no_meet
use_camp = false
on_info = {+sv_help_signal_duty_signal =dist_to_actor_le(10)} %=play_sound(a10_solder_dialog_before_vibros_3)%
on_info2 = {+a10_grif_break_dialog_12 =dist_to_actor_le(5)} walker@oborona_2

[walker@oborona_2]:walker@all
path_walk = solder_dolg_oborona_vibros_1_walk
path_look = solder_dolg_oborona_vibros_1_look
def_state_standing = threat_na
def_state_moving = assault
meet = no_meet
use_camp = false

[logic@dolg_4]
suitable = {=target_squad_name(sim_dolg_baza_squad)} true
prior = 200
active = walker@dolg_ohrana_2
post_combat_time = 0,0
on_hit = hit@all

[walker@dolg_ohrana_2]:walker@all
path_walk = dolg_ohrana_2_baza_walk
path_look = dolg_ohrana_2_baza_look
def_state_standing = guard
meet = no_meet
combat_ignore_cond = {=check_enemy_name(sim_freedom_1:sim_freedom_2:sim_freedom_3:sim_freedom_4:sim_freedom_5)} true
on_info = {+sv_help_signal_duty_info} %=teleport_npc(a10_sv_terrain_solder_dolg_trans_vibros_2_walk:a10_sv_terrain_solder_dolg_trans_vibros_2_look)% walker@trans_2

[walker@trans_2]:walker@all
path_walk = solder_dolg_trans_vibros_2_walk
path_look = solder_dolg_trans_vibros_2_look
def_state_standing = psy_pain
meet = no_meet
use_camp = false
on_info = {+sv_help_signal_duty_signal =dist_to_actor_le(10)} %=play_sound(a10_solder_dialog_before_vibros_2)%
on_info2 = {+a10_grif_break_dialog_12 =dist_to_actor_le(5)} walker@oborona_1

[walker@oborona_1]:walker@all
path_walk = solder_dolg_oborona_vibros_2_walk
path_look = solder_dolg_oborona_vibros_2_look
def_state_standing = threat_na
def_state_moving = assault
meet = no_meet
use_camp = false

[logic@dolg_5]
suitable = {=target_squad_name(sim_dolg_baza_squad)} true
prior = 200
active = walker@dolg_patrol
post_combat_time = 0,0
on_hit = hit@all

[walker@dolg_patrol]:walker@all
path_walk = dolg_patrol_baza_walk
path_look = dolg_patrol_baza_look
meet = no_meet
combat_ignore_cond = {=check_enemy_name(sim_freedom_1:sim_freedom_2:sim_freedom_3:sim_freedom_4:sim_freedom_5)} true
on_info = {+sv_help_signal_duty_info} %=teleport_npc(a10_sv_terrain_solder_dolg_trans_vibros_1_walk:a10_sv_terrain_solder_dolg_trans_vibros_1_look)% walker@trans_1

[walker@trans_1]:walker@all
path_walk = solder_dolg_trans_vibros_1_walk
path_look = solder_dolg_trans_vibros_1_look
def_state_standing = trans_0
meet = no_meet
use_camp = false
on_info = {+sv_help_signal_duty_signal =dist_to_actor_le(10)} %=play_sound(a10_solder_dialog_before_vibros_1)%
on_info2 = {+a10_grif_break_dialog_12 =dist_to_actor_le(5)} walker@oborona_4

[walker@oborona_4]:walker@all
path_walk = solder_dolg_oborona_vibros_4_walk
path_look = solder_dolg_oborona_vibros_4_look
def_state_standing = threat_na
def_state_moving = assault
meet = no_meet
use_camp = false