[logic@digger_1]
suitable = {=check_npc_name(sim_digger_1)} true
prior = 200
active = walker@digger_1
post_combat_time = 0,0

[walker@all]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
meet = no_meet
out_restr = sv_a22_light_sr

[walker@digger_1]:walker@all
path_walk = digger_zasada_army_1_walk
path_look = digger_zasada_army_1_look
def_state_standing = caution
on_info = {-most_digger_zasada_teleport_1} %=teleport_npc(a22_sv_terrain_digger_zasada_army_1_walk) +most_digger_zasada_teleport_1 =play_sound(a22_wait_signal)%
on_signal = sound_end | %+a22_wait_signal%
on_info2 = {+army_group_enemy_to_actor_info} walker@theart_1

[walker@theart_1]:walker@all
path_walk = digger_theart_army_1_walk
path_look = digger_theart_army_1_look
def_state_standing = threat_na
def_state_moving = assault
on_info = {+army_group_secret_box_death} walker@oborona_1

[walker@oborona_1]:walker@all
path_walk = digger_kill_army_1_walk
path_look = digger_kill_army_1_look
def_state_standing = hide_na

[logic@digger_2]
suitable = {=check_npc_name(sim_digger_2)} true
prior = 200
active = walker@digger_2
post_combat_time = 0,0

[walker@digger_2]:walker@all
path_walk = digger_zasada_army_2_walk
path_look = digger_zasada_army_2_look
def_state_standing = caution
on_info = {-most_digger_zasada_teleport_2} %=teleport_npc(a22_sv_terrain_digger_zasada_army_2_walk) +most_digger_zasada_teleport_2%
on_info2 = {+army_group_enemy_to_actor_info} walker@theart_2

[walker@theart_2]:walker@all
path_walk = digger_theart_army_2_walk
path_look = digger_theart_army_2_look
def_state_standing = threat_na
def_state_moving = assault
on_info = {+army_group_secret_box_death} walker@oborona_2

[walker@oborona_2]:walker@all
path_walk = digger_kill_army_2_walk
path_look = digger_kill_army_2_look
def_state_standing = hide_na