;-------------------------------------------------------------------------------------------------
;-- Хутор Долга (первое состояние - убийство патруля и сбор в сарае)
;-------------------------------------------------------------------------------------------------

-------------------------
;Череп
-------------------------
[logic@mil_dolg_skull]
active = walker1@mil_dolg_skull
actor_dialogs = actor_dialogs
on_death = death@mil_dolg_skull
corpse_detection_profile = quest

[death@mil_dolg_skull]
on_info = %=military_dolg_dead +mil_scull_dead +sar2_death_38%
on_info2 = {+mil_dolg_final_task} %+mil_dolg_soldier_cherep_dead%

[walker1@mil_dolg_skull]
path_walk = path_walk1
path_look = path_look1
def_state_moving2 = patrol
meet = meet@mil_dolg_skull
danger = danger_condition@mil_dolg
combat_ignore_cond = {=check_fighting(704) -mil_lukash_dolg_task}
on_info = {+mil_sniper_dead} walker2@mil_dolg_skull
wounded = disabled

[meet@mil_dolg_skull]
meet_dialog = mil_dolg_skull_dialog
use = true
use_wpn = true
victim = 15|actor
victim_wpn = 15|actor
meet_state = 30|hello_wpn@mil_cherep_hi|8|ward@mil_cherep_hello
meet_state_wpn = 30|hello_wpn@mil_cherep_hi|8|ward@mil_cherep_hello

[walker2@mil_dolg_skull]
path_walk = path_walk1
path_look = path_look1
meet = meet@mil_dolg_skull
danger = danger_condition@mil_dolg
combat_ignore_cond = {=check_fighting(704) -mil_lukash_dolg_task}
on_timer = 120000 | %+mil_dolg_auto_attack +mil_dolg_skull_talk%
wounded = disabled

-------------------------
;Солдат с биноклем
-------------------------
[logic@mil_dolg_soldier1]
active = walker10@mil_dolg_soldier1
on_death = death@mil_dolg_soldier1

[death@mil_dolg_soldier1]
on_info = %=military_dolg_dead%
on_info2 = {+mil_dolg_final_task} %+mil_dolg_soldier_1_dead%

[walker10@mil_dolg_soldier1]
path_walk = walk_bin
path_look = look_bin
on_signal = bin | remark1@mil_dolg_soldier1
on_info = {+mil_sniper_dead} walker12@mil_dolg_soldier1
danger = danger_condition@mil_dolg
combat_ignore_cond = {=check_fighting(704) -mil_lukash_dolg_task}
meet = no_meet

[remark1@mil_dolg_soldier1]
no_move = true
no_rotate = true
snd = mil_dolg_about_sniper
anim = binocular
;snd_anim_sync = true
on_signal = action_end | walker11@mil_dolg_soldier1
danger = danger_condition@mil_dolg
target = 704
meet = no_meet

[walker11@mil_dolg_soldier1]
path_walk = walk_bin2
path_look = look_bin2
on_signal = pora | walker10@mil_dolg_soldier1
danger = danger_condition@mil_dolg
meet = no_meet

[walker12@mil_dolg_soldier1]
path_walk = walk_bin2
path_look = look_bin2
danger = danger_condition@mil_dolg
meet = no_meet


-------------------------
;Солдат, который нам говорит "ТСС"
-------------------------
[logic@mil_dolg_soldier2]
active = camper1@mil_dolg_soldier2
on_death = on_death@mil_dolg_soldier2
corpse_detection_enabled = false

[on_death@mil_dolg_soldier2]
on_info = %+mil_patrol_kill_continue =military_dolg_dead%

[camper1@mil_dolg_soldier2]
path_walk = ambush_walk1
path_look = ambush_look1
on_info = {+mil_actor_nearest} remark1@mil_dolg_soldier2
on_info2 = {+mil_patrol_kill_continue} camper2@mil_dolg_soldier2
combat_ignore_cond = always
def_state_moving = sneak
radius = 1
no_retreat = true
show_spot = false
attack_sound = false
danger = danger_condition@mil_dolg
meet = no_meet

[remark1@mil_dolg_soldier2]
anim = hide_s_right
combat_ignore_cond = always
on_signal = action_end | camper2@mil_dolg_soldier2 %+mil_patrol_kill_continue%
on_info = {+mil_patrol_dead} follower1@mil_dolg_soldier2
meet = no_meet
danger = danger_condition@mil_dolg

[camper2@mil_dolg_soldier2]
path_walk = ambush_walk1_2
path_look = ambush_look1_2
def_state_moving = sneak
radius = 5
on_info = {+mil_patrol_dead} follower1@mil_dolg_soldier2
no_retreat = true
show_spot = false
attack_sound = false
danger = danger_condition@mil_dolg
meet = no_meet

[follower1@mil_dolg_soldier2]
leader = 720
stub_for_corpse = true
distance = 0.6
on_signal = leader_dead | remark2@mil_dolg_soldier2
on_info = {+mil_patrol_loot -mil_dolg_dialog_already =see_actor} walker2@mil_dolg_soldier2 %=actor_enemy%
on_info2 = {=is_actor_captured(720) =see_actor} walker2@mil_dolg_soldier2 %=set_gulag_enemy_actor(mil_dolg) =play_snd_3d(characters_voice\human_03\dolg\fight\attack\attack_one_4)%
anim_sprint = run
anim_walk = walk
anim_run = run
danger = danger_condition@mil_dolg
meet = no_meet

[remark2@mil_dolg_soldier2]
snd = mil_dolg_after_kill
;snd_anim_sync = true
anim = search
target = 720
on_signal = action_end | walker2@mil_dolg_soldier2 %=loot_object(720)%
on_info = {+mil_patrol_loot -mil_dolg_dialog_already =see_actor} walker2@mil_dolg_soldier2 %=actor_enemy%
danger = danger_condition@mil_dolg
meet = no_meet

[walker2@mil_dolg_soldier2]
path_walk = ambush_walk1_3
path_look = ambush_look1_3
on_signal = return | kamp1@mil_dolg_soldier2
on_info = {+mil_dolg_dialog_already} walker5@mil_dolg_soldier2
meet = meet@mil_dolg_soldier2
danger = danger_condition@mil_dolg

[meet@mil_dolg_soldier2]
meet_dialog = mil_dolg_soldier_dialog
meet_state = 3|ward@talk_hello
meet_state_wpn = 3|ward@talk_hello
victim = 3|actor
victim_wpn = 3|actor
use = true
use_wpn = true


[walker5@mil_dolg_soldier2]
path_walk = ambush_walk1_4
on_signal = return | kamp1@mil_dolg_soldier2
meet_enabled = false
danger = danger_condition@mil_dolg
meet = meet2@mil_dolg_soldier2
combat_ignore_cond = {=check_fighting(704) -mil_lukash_dolg_task}
def_state_moving1 = run
corpse_detection_enabled = true

[meet2@mil_dolg_soldier2]
use = false
use_wpn = false
victim = 2|actor
victim_wpn = 2|actor
meet_state = 2|ward@talk_hello
meet_state_wpn = 2|ward@talk_hello
synpairs = ward@talk_hello

[kamp1@mil_dolg_soldier2]
center_point = camp_center
danger = danger_condition@mil_dolg
combat_ignore_cond = {=check_fighting(704) -mil_lukash_dolg_task}
meet = no_meet
corpse_detection_enabled = true


-------------------------
;Солдат в засаде 1
-------------------------
[logic@mil_dolg_soldier3]
active = camper1@mil_dolg_soldier3
on_death = death@mil_dolg_soldier3
corpse_detection_enabled = false

[death@mil_dolg_soldier3]
on_info = %=military_dolg_dead%
on_info2 = {+mil_dolg_final_task} %+mil_dolg_soldier_2_dead%

[camper1@mil_dolg_soldier3]
path_walk = ambush_walk4
path_look = ambush_look4
on_info = {+mil_patrol_kill_continue} camper2@mil_dolg_soldier3
def_state_moving = sneak
combat_ignore_cond = always
radius = 1
show_spot = false
attack_sound = false
danger = danger_condition@mil_dolg
meet = no_meet

[camper2@mil_dolg_soldier3]
path_walk = ambush_walk4_2
path_look = ambush_look4_2
def_state_moving = sneak
radius = 1
on_info = {+mil_patrol_dead} follower1@mil_dolg_soldier3
show_spot = false
danger = danger_condition@mil_dolg
attack_sound = false
meet = no_meet

[follower1@mil_dolg_soldier3]
leader = 722
stub_for_corpse = true
distance = 0.6
on_signal = leader_dead | remark2@mil_dolg_soldier3
on_info = {+mil_patrol_loot -mil_dolg_dialog_already =see_actor} walker2@mil_dolg_soldier3 %=actor_enemy%
on_info2 = {=is_actor_captured(722) =see_actor} walker2@mil_dolg_soldier3 %=set_gulag_enemy_actor(mil_dolg) =play_snd_3d(characters_voice\human_03\dolg\fight\attack\attack_one_4)%
anim_sprint = run
danger = danger_condition@mil_dolg
meet = no_meet

[remark2@mil_dolg_soldier3]
;no_rotate = true
snd = mil_dolg_after_kill
;snd_anim_sync = true
anim = search
target = 722
on_signal = action_end | walker2@mil_dolg_soldier3 %=loot_object(722)%
on_info = {+mil_patrol_loot -mil_dolg_dialog_already =see_actor} walker2@mil_dolg_soldier3 %=actor_enemy%
danger = danger_condition@mil_dolg
meet = no_meet

[walker2@mil_dolg_soldier3]
path_walk = ambush_walk4_3
on_signal = return | kamp1@mil_dolg_soldier3
danger = danger_condition@mil_dolg
meet = no_meet
combat_ignore_cond = {=check_fighting(704) -mil_lukash_dolg_task}
def_state_moving1 = run
corpse_detection_enabled = true

[meet@mil_dolg_soldier3]
use = false
use_wpn = false
victim = 2|actor
victim_wpn = 2|actor
meet_state = 2|ward@talk_hello
meet_state_wpn = 2|ward@talk_hello
synpairs = ward@talk_hello

[kamp1@mil_dolg_soldier3]
center_point = camp_center
danger = danger_condition@mil_dolg
combat_ignore_cond = {=check_fighting(704) -mil_lukash_dolg_task}
meet = no_meet
corpse_detection_enabled = true

-------------------------
;Солдат в засаде 2
-------------------------
[logic@mil_dolg_soldier4]
active = camper1@mil_dolg_soldier4
on_death = death@mil_dolg_soldier4

[death@mil_dolg_soldier4]
on_info = %=military_dolg_dead%
on_info2 = {+mil_dolg_final_task} %+mil_dolg_soldier_3_dead%

[camper1@mil_dolg_soldier4]
path_walk = ambush_walk5
path_look = ambush_look5
on_info = {+mil_patrol_kill_continue} camper2@mil_dolg_soldier4
def_state_moving = sneak
combat_ignore_cond = always
radius = 1
show_spot = false
attack_sound = false
danger = danger_condition@mil_dolg
meet = no_meet

[danger_condition@mil_dolg_soldier4]
ignore_distance = 0

[camper2@mil_dolg_soldier4]
path_walk = ambush_walk5_2
path_look = ambush_look5_2
def_state_moving = sneak
radius = 1
on_info = {+mil_patrol_dead} walker2@mil_dolg_soldier4
show_spot = false
danger = danger_condition@mil_dolg
attack_sound = false
meet = no_meet

[walker2@mil_dolg_soldier4]
path_walk = ambush_walk5_3
path_look = ambush_look5_3
on_signal = return | kamp1@mil_dolg_soldier4
danger = danger_condition@mil_dolg
meet = no_meet
combat_ignore_cond = {=check_fighting(704) -mil_lukash_dolg_task}
def_state_moving1 = run

[meet@mil_dolg_soldier4]
use = false
use_wpn = false
victim = 2|actor
victim_wpn = 2|actor
meet_state = 2|ward@talk_hello
meet_state_wpn = 2|ward@talk_hello
synpairs = ward@talk_hello

[kamp1@mil_dolg_soldier4]
center_point = camp_center
danger = danger_condition@mil_dolg
combat_ignore_cond = {=check_fighting(704) -mil_lukash_dolg_task}
meet = no_meet

-------------------------
;Солдат в засаде 3
-------------------------
[logic@mil_dolg_soldier5]
active = camper1@mil_dolg_soldier5
on_death = death@mil_dolg_soldier5

[death@mil_dolg_soldier5]
on_info = %=military_dolg_dead%
on_info2 = {+mil_dolg_final_task} %+mil_dolg_soldier_4_dead% 

[camper1@mil_dolg_soldier5]
path_walk = ambush_walk2
path_look = ambush_look2
on_info = {+mil_patrol_kill_continue} camper2@mil_dolg_soldier5
def_state_moving = sneak
combat_ignore_cond = always
radius = 1
show_spot = false
attack_sound = false
danger = danger_condition@mil_dolg
meet = no_meet

[camper2@mil_dolg_soldier5]
path_walk = ambush_walk2_2
path_look = ambush_look2_2
def_state_moving = sneak
radius = 1
on_info = {+mil_patrol_dead} walker2@mil_dolg_soldier5
show_spot = false
danger = danger_condition@mil_dolg
attack_sound = false
meet = no_meet

[walker2@mil_dolg_soldier5]
path_walk = ambush_walk2_3
path_look = ambush_look2_3
on_signal = return | kamp1@mil_dolg_soldier5
danger = danger_condition@mil_dolg
meet = no_meet
combat_ignore_cond = {=check_fighting(704) -mil_lukash_dolg_task}
def_state_moving1 = run

[meet@mil_dolg_soldier5]
use = false
use_wpn = false
victim = 2|actor
victim_wpn = 2|actor
meet_state = 2|ward@talk_hello
meet_state_wpn = 2|ward@talk_hello
synpairs = ward@talk_hello

[kamp1@mil_dolg_soldier5]
center_point = camp_center
danger = danger_condition@mil_dolg
combat_ignore_cond = {=check_fighting(704) -mil_lukash_dolg_task}
meet = no_meet

-------------------------
;Солдат в засаде 4
-------------------------
[logic@mil_dolg_soldier6]
active = camper1@mil_dolg_soldier6
on_death = death@mil_dolg_soldier6
corpse_detection_enabled = false

[death@mil_dolg_soldier6]
on_info = %=military_dolg_dead%

[camper1@mil_dolg_soldier6]
path_walk = ambush_walk3
path_look = ambush_look3
on_info = {+mil_patrol_kill_continue} camper2@mil_dolg_soldier6
def_state_moving = sneak
combat_ignore_cond = always
radius = 1
show_spot = false
attack_sound = false
danger = danger_condition@mil_dolg
meet = no_meet

[camper2@mil_dolg_soldier6]
path_walk = ambush_walk3_2
path_look = ambush_look3_2
def_state_moving = sneak
radius = 1
on_info = {+mil_patrol_dead} follower1@mil_dolg_soldier6
show_spot = false
danger = danger_condition@mil_dolg
attack_sound = false
meet = no_meet

[follower1@mil_dolg_soldier6]
leader = 721
stub_for_corpse = true
distance = 0.6
on_signal = leader_dead | remark2@mil_dolg_soldier6
on_info = {+mil_patrol_loot -mil_dolg_dialog_already =see_actor} walker2@mil_dolg_soldier6 %=set_gulag_enemy_actor(mil_dolg) =play_snd_3d(characters_voice\human_03\dolg\fight\attack\attack_one_4)%
on_info2 = {=is_actor_captured(721) =see_actor} walker2@mil_dolg_soldier6 %=set_gulag_enemy_actor(mil_dolg) =play_snd_3d(characters_voice\human_03\dolg\fight\attack\attack_one_4)%
anim_sprint = run
danger = danger_condition@mil_dolg
meet = no_meet

[remark2@mil_dolg_soldier6]
snd = mil_dolg_after_kill
;snd_anim_sync = true
anim = search
target = 721
on_signal = action_end | walker2@mil_dolg_soldier6 %=loot_object(721)%
on_info = {+mil_patrol_loot -mil_dolg_dialog_already =see_actor} walker2@mil_dolg_soldier6 %=set_gulag_enemy_actor(mil_dolg) =play_snd_3d(characters_voice\human_03\dolg\fight\attack\attack_one_4)%
danger = danger_condition@mil_dolg
meet = no_meet

[walker2@mil_dolg_soldier6]
path_walk = ambush_walk3_3
on_signal = return | kamp1@mil_dolg_soldier6
danger = danger_condition@mil_dolg
meet = no_meet
combat_ignore_cond = {=check_fighting(704) -mil_lukash_dolg_task}
def_state_moving1 = run
corpse_detection_enabled = true

[meet@mil_dolg_soldier6]
use = false
use_wpn = false
victim = 2|actor
victim_wpn = 2|actor
meet_state = 2|ward@talk_hello
meet_state_wpn = 2|ward@talk_hello
synpairs = ward@talk_hello

[kamp1@mil_dolg_soldier6]
center_point = camp_center
danger = danger_condition@mil_dolg
combat_ignore_cond = {=check_fighting(704) -mil_lukash_dolg_task}
meet = no_meet
corpse_detection_enabled = true

-------------------------
;Солдат на хуторе у костра
-------------------------
[logic@mil_dolg_soldier7]
active = kamp1@mil_dolg_soldier7
on_death = death@mil_dolg_soldier7

[death@mil_dolg_soldier7]
on_info = %=military_dolg_dead%

[kamp1@mil_dolg_soldier7]
center_point = camp_center
path_walk = camp_center_task
danger = danger_condition@mil_dolg
combat_ignore_cond = {=check_fighting(704) -mil_lukash_dolg_task}
meet = no_meet






;-------------------------------------------------------------------------------------------------
;-- Хутор Долга (второе состояние - атака Свободы)
;-------------------------------------------------------------------------------------------------
[hit@mil_dolg]
on_info = %+mil_dolg_c_ignore_false%
-------------------------
;Череп
-------------------------
[logic@mil_dolg_skull_attack]
active = walker10@mil_dolg_skull_attack
actor_dialogs = actor_dialogs
on_death = death@mil_dolg_skull
corpse_detection_enabled = false


[walker10@mil_dolg_skull_attack]
path_walk = attack_before_walk1
path_look = attack_before_look2
on_signal = arrive | remark1@mil_dolg_skull_attack
danger = danger_condition@mil_dolg
on_info = {+mil_dolg_phase2} walker11@mil_dolg_skull_attack
def_state_moving1 = walk
team = dolg_attack
meet = no_meet

[remark1@mil_dolg_skull_attack]
snd = mil_dolg_before_attack2
on_signal = action_end | %+mil_dolg_phase1% remark20@mil_dolg_skull_attack
anim = wait
danger = danger_condition@mil_dolg
target = logic@mil_dolg_soldier4_attack
meet = no_meet

[remark20@mil_dolg_skull_attack]
anim = salut
on_signal = action_end | walker11@mil_dolg_skull_attack %+mil_dolg_phase2%
danger = danger_condition@mil_dolg
target = logic@mil_dolg_soldier4_attack
meet = no_meet

[walker11@mil_dolg_skull_attack]
path_walk = attack_way1
path_look = attack_look1
def_state_moving1 = run
;on_signal = arrive | camper2@mil_dolg_skull_attack
team = dolg
on_signal = bomb | remark2@mil_dolg_skull_attack
danger = danger_condition@mil_dolg
combat_ignore_cond = {!fighting_actor =enemy_in_zone(mil_freedom_restrictor)} true
meet = no_meet

[remark2@mil_dolg_skull_attack]
no_move = true
no_rotate = true
anim = dynamite
target = mil_dolg_attack_look1,8
on_signal = action_end | walker2@mil_dolg_skull_attack %+mil_dolg_before_explode%
danger = danger_condition@mil_dolg
combat_ignore_cond = {!fighting_actor =enemy_in_zone(mil_freedom_restrictor)} true
meet = no_meet
help_wounded_enabled = false

[walker2@mil_dolg_skull_attack]
path_walk = attack_way_bomb
path_look = attack_look_bomb
def_state_moving1 = assault
team = dolg
on_info = {+mil_dolg_after_explode} remark12@mil_dolg_skull_attack
danger = danger_condition@mil_dolg
combat_ignore_cond = {!fighting_actor =enemy_in_zone(mil_freedom_restrictor)} true
meet = no_meet
help_wounded_enabled = false

[remark12@mil_dolg_skull_attack]
snd = mil_dolg_go_attack
anim = hide
on_signal = action_end | camper2@mil_dolg_skull_attack
danger = danger_condition@mil_dolg
combat_ignore_cond = {!fighting_actor =enemy_in_zone(mil_freedom_restrictor)} true
target = mil_dolg_attack_look_bomb,0
meet = no_meet
help_wounded_enabled = false

[camper2@mil_dolg_skull_attack]
path_walk = attack_way1_2
path_look = attack_look2
def_state_moving = assault
on_signal = sniper | %=mil_scull_news +mil_scull_message1%
no_retreat = true
radius = 20
on_signal2 = dolg | %+mil_headquarter_attack%
danger = danger_condition@mil_dolg
on_signal3 = sound_1 | {+mil_dolg_final_task} %+mil_dolg_sound_1%
on_signal4 = sound_8 | {+mil_dolg_final_task} %+mil_dolg_sound_8%
meet = no_meet


-------------------------------
;Солдат 1
-------------------------------
[logic@mil_dolg_soldier1_attack]
active = walker12@mil_dolg_soldier1_attack
on_death = death@mil_dolg_soldier1
corpse_detection_enabled = false


[walker12@mil_dolg_soldier1_attack]
path_walk = attack_before_walk2
path_look = attack_before_look1
on_info = {+mil_dolg_phase1} remark10@mil_dolg_soldier1_attack
team = dolg_attack
danger = danger_condition@mil_dolg
def_state_moving1 = run
meet = no_meet

[remark10@mil_dolg_soldier1_attack]
on_signal = action_end | walker1@mil_dolg_soldier1_attack
anim = salut
;snd_anim_sync = true
;snd = mil_dolg_fight
target = mil_dolg_attack_before_walk1,1
danger = danger_condition@mil_dolg
meet = no_meet

[walker1@mil_dolg_soldier1_attack]
path_walk = attack_way8
path_look = attack_look1
def_state_moving1 = assault
combat_ignore_cond = {!fighting_actor =enemy_in_zone(mil_freedom_restrictor)} true
team = dolg
on_info = {+mil_dolg_after_explode} camper1@mil_dolg_soldier1_attack
on_info2 = {+mil_dolg_before_explode} remark30@mil_dolg_soldier1_attack
danger = danger_condition@mil_dolg
meet = no_meet

[remark30@mil_dolg_soldier1_attack]
snd = mil_dolg_getready
no_move = true
no_rotate = true
anim = hide
on_signal = action_end | walker1@mil_dolg_soldier1_attack
combat_ignore_cond = {!fighting_actor =enemy_in_zone(mil_freedom_restrictor)} true
danger = danger_condition@mil_dolg
meet = no_meet

[camper1@mil_dolg_soldier1_attack]
path_walk = attack_way8_2
path_look = attack_look2
def_state_moving = assault
no_retreat = true
radius = 20
on_signal = dolg | %+mil_headquarter_attack%
danger = danger_condition@mil_dolg
on_signal2 = sound_2 | {+mil_dolg_attack} %+mil_dolg_sound_2%
meet = no_meet

-------------------------------
;Солдат 2
-------------------------------
[logic@mil_dolg_soldier2_attack]
active = walker10@mil_dolg_soldier2_attack
on_death = on_death@mil_dolg_soldier2
corpse_detection_enabled = false

[walker10@mil_dolg_soldier2_attack]
path_walk = attack_before_walk4
path_look = attack_before_look1
on_info = {+mil_dolg_phase1} remark10@mil_dolg_soldier2_attack
team = dolg_attack
danger = danger_condition@mil_dolg
def_state_moving1 = run
meet = no_meet

[remark10@mil_dolg_soldier2_attack]
on_signal = action_end | walker1@mil_dolg_soldier2_attack
anim = salut
;snd_anim_sync = true
snd = mil_dolg_fight
target = mil_dolg_attack_before_walk1,1
danger = danger_condition@mil_dolg
meet = no_meet

[walker1@mil_dolg_soldier2_attack]
path_walk = attack_way7
path_look = attack_look1
def_state_moving1 = assault
on_info = {+mil_dolg_after_explode} camper3@mil_dolg_soldier2_attack
combat_ignore_cond = {!fighting_actor =enemy_in_zone(mil_freedom_restrictor)} true
team = dolg
danger = danger_condition@mil_dolg
meet = no_meet

[camper3@mil_dolg_soldier2_attack]
path_walk = attack_way7_2
path_look = attack_look2
def_state_moving = assault
no_retreat = true
radius = 0
on_signal = dolg | %+mil_headquarter_attack%
danger = danger_condition@mil_dolg
on_signal2 = sound_4 | {+mil_dolg_final_task} %+mil_dolg_sound_4%
meet = no_meet


-------------------------------
;Солдат 3
-------------------------------
[logic@mil_dolg_soldier3_attack]
active = walker10@mil_dolg_soldier3_attack
on_death = death@mil_dolg_soldier3
corpse_detection_enabled = false

[walker10@mil_dolg_soldier3_attack]
path_walk = attack_before_walk5
path_look = attack_before_look1
on_info = {+mil_dolg_phase1} remark10@mil_dolg_soldier3_attack
team = dolg_attack
danger = danger_condition@mil_dolg
def_state_moving1 = run
meet = no_meet

[remark10@mil_dolg_soldier3_attack]
anim = salut
;snd_anim_sync = true
;snd = mil_dolg_fight
on_signal = action_end | walker3@mil_dolg_soldier3_attack
target = mil_dolg_attack_before_walk1,1
danger = danger_condition@mil_dolg
meet = no_meet

[walker3@mil_dolg_soldier3_attack]
path_walk = attack_way4
path_look = attack_look1
def_state_moving1 = assault
on_info = {+mil_dolg_after_explode} camper3@mil_dolg_soldier3_attack
combat_ignore_cond = {!fighting_actor =enemy_in_zone(mil_freedom_restrictor)} true
team = dolg
danger = danger_condition@mil_dolg
meet = no_meet

[camper3@mil_dolg_soldier3_attack]
path_walk = attack_way4_2
path_look = attack_look2
def_state_moving = assault
no_retreat = true
radius = 20
on_signal = dolg | %+mil_headquarter_attack%
danger = danger_condition@mil_dolg
on_signal2 = sound_6 | {+mil_dolg_final_task} %+mil_dolg_sound_6%
on_signal3 = sound_11 | {+mil_dolg_final_task} %+mil_dolg_sound_11%
meet = no_meet



-------------------------------
;Солдат 4
-------------------------------
[logic@mil_dolg_soldier4_attack]
active = walker10@mil_dolg_soldier4_attack
on_death = death@mil_dolg_soldier4
corpse_detection_enabled = false


[walker10@mil_dolg_soldier4_attack]
path_walk = attack_before_walk6
path_look = attack_before_look1
on_info = {+mil_dolg_phase1} remark10@mil_dolg_soldier4_attack
team = dolg_attack
danger = danger_condition@mil_dolg
def_state_moving1 = run
meet = no_meet

[remark10@mil_dolg_soldier4_attack]
anim = salut
;snd_anim_sync = true
snd = mil_dolg_fight
on_signal = action_end | walker3@mil_dolg_soldier4_attack
target = mil_dolg_attack_before_walk1,1
danger = danger_condition@mil_dolg
meet = no_meet

[walker3@mil_dolg_soldier4_attack]
path_walk = attack_way5
path_look = attack_look1
def_state_moving1 = assault
on_info = {+mil_dolg_after_explode} camper3@mil_dolg_soldier4_attack
combat_ignore_cond = {!fighting_actor =enemy_in_zone(mil_freedom_restrictor)} true
team = dolg
danger = danger_condition@mil_dolg
meet = no_meet

[camper3@mil_dolg_soldier4_attack]
path_walk = attack_way5_2
path_look = attack_look2
def_state_moving = assault
no_retreat = true
radius = 20
on_signal = dolg | %+mil_headquarter_attack%
danger = danger_condition@mil_dolg
on_signal2 = sound_5 | {+mil_dolg_final_task} %+mil_dolg_sound_5%
meet = no_meet


-------------------------------
;Солдат 5
-------------------------------
[logic@mil_dolg_soldier5_attack]
active = walker10@mil_dolg_soldier5_attack
on_death = death@mil_dolg_soldier5
corpse_detection_enabled = false

[walker10@mil_dolg_soldier5_attack]
path_walk = attack_before_walk7
path_look = attack_before_look1
on_info = {+mil_dolg_phase1} remark10@mil_dolg_soldier5_attack
team = dolg_attack
danger = danger_condition@mil_dolg
def_state_moving1 = run
meet = no_meet

[remark10@mil_dolg_soldier5_attack]
anim = salut
;snd_anim_sync = true
;snd = mil_dolg_fight
on_signal = action_end | walker1@mil_dolg_soldier5_attack
target = mil_dolg_attack_before_walk1,1
danger = danger_condition@mil_dolg
meet = no_meet

[walker1@mil_dolg_soldier5_attack]
path_walk = attack_way6
path_look = attack_look1
def_state_moving1 = assault
on_info = {+mil_dolg_after_explode} camper3@mil_dolg_soldier5_attack
combat_ignore_cond = {!fighting_actor =enemy_in_zone(mil_freedom_restrictor)} true
team = dolg
danger = danger_condition@mil_dolg
meet = no_meet

[camper3@mil_dolg_soldier5_attack]
path_walk = attack_way6_2
path_look = attack_look2
def_state_moving = assault
no_retreat = true
radius = 20
on_signal = dolg | %+mil_headquarter_attack%
danger = danger_condition@mil_dolg
on_signal2 = sound_7 | {+mil_dolg_final_task} %+mil_dolg_sound_7%
meet = no_meet


-------------------------------
;Солдат 6
-------------------------------
[logic@mil_dolg_soldier6_attack]
active = walker10@mil_dolg_soldier6_attack
on_death = death@mil_dolg_soldier6
corpse_detection_enabled = false

[walker10@mil_dolg_soldier6_attack]
path_walk = attack_before_walk8
path_look = attack_before_look1
on_info = {+mil_dolg_phase1} remark10@mil_dolg_soldier6_attack
team = dolg_attack
danger = danger_condition@mil_dolg
def_state_moving1 = run
meet = no_meet

[remark10@mil_dolg_soldier6_attack]
anim = salut
;snd_anim_sync = true
snd = mil_dolg_fight
on_signal = action_end | walker3@mil_dolg_soldier6_attack
target = mil_dolg_attack_before_walk1,1
danger = danger_condition@mil_dolg
meet = no_meet

[walker3@mil_dolg_soldier6_attack]
path_walk = attack_way2
path_look = attack_look1
def_state_moving1 = assault
on_info = {+mil_dolg_after_explode} camper3@mil_dolg_soldier6_attack
combat_ignore_cond = {!fighting_actor =enemy_in_zone(mil_freedom_restrictor)} true
team = dolg
danger = danger_condition@mil_dolg
meet = no_meet

[camper3@mil_dolg_soldier6_attack]
path_walk = attack_way2_2
path_look = attack_look2
def_state_moving = assault
no_retreat = true
radius = 0
on_signal = dolg | %+mil_headquarter_attack%
danger = danger_condition@mil_dolg
on_signal2 = sound_10 | {+mil_dolg_final_task} %+mil_dolg_sound_10%
meet = no_meet


-------------------------------
;Солдат 7
-------------------------------
[logic@mil_dolg_soldier7_attack]
active = walker12@mil_dolg_soldier7_attack
on_death = death@mil_dolg_soldier7
corpse_detection_enabled = false

[walker12@mil_dolg_soldier7_attack]
path_walk = attack_before_walk3
path_look = attack_before_look1
team = dolg_attack
on_info = {+mil_dolg_phase1} remark10@mil_dolg_soldier7_attack
danger = danger_condition@mil_dolg
def_state_moving1 = run
meet = no_meet

[remark10@mil_dolg_soldier7_attack]
anim = salut
;snd_anim_sync = true
snd = mil_dolg_fight
on_signal = action_end | walker1@mil_dolg_soldier7_attack
target = mil_dolg_attack_before_walk1,1
danger = danger_condition@mil_dolg
meet = no_meet

[walker1@mil_dolg_soldier7_attack]
path_walk = attack_way3
path_look = attack_look1
def_state_moving1 = assault
on_info = {+mil_dolg_after_explode} camper1@mil_dolg_soldier7_attack
combat_ignore_cond = {!fighting_actor =enemy_in_zone(mil_freedom_restrictor)} true
team = dolg
danger = danger_condition@mil_dolg
meet = no_meet

[camper1@mil_dolg_soldier7_attack]
path_walk = attack_way3_2
path_look = attack_look2
def_state_moving = assault
no_retreat = true
radius = 20
on_signal = dolg | %+mil_headquarter_attack%
on_signal2 = sound_3 | {+mil_dolg_final_task} %+mil_dolg_sound_3%
on_signal3 = sound_9 | {+mil_dolg_final_task} %+mil_dolg_sound_9%
meet = no_meet




;-------------------------------------------------------------------------------------------------
;-- Хутор Долга (возвращение на хутор)
;-------------------------------------------------------------------------------------------------

-------------------------
;Череп
-------------------------
[logic@mil_dolg_skull_return]
active = walker4@mil_dolg_skull_return
actor_dialogs = actor_dialogs
on_death = death@mil_dolg_skull

[walker4@mil_dolg_skull_return]
path_walk = return1
on_signal = return | walker12@mil_dolg_skull_return
meet = no_meet
danger = danger_condition@mil_dolg
def_state_moving1 = run

[walker12@mil_dolg_skull_return]
path_walk = path_walk1
path_look = path_look1
meet = meet@mil_dolg_skull


-------------------------------
;Солдат 1
-------------------------------
[logic@mil_dolg_soldier1_return]
active = walker4@mil_dolg_soldier1_return
on_death = death@mil_dolg_soldier1

[walker4@mil_dolg_soldier1_return]
path_walk = return8
on_signal = return | kamp1@mil_dolg_soldier1_return
danger = danger_condition@mil_dolg
def_state_moving1 = run
meet = no_meet

[kamp1@mil_dolg_soldier1_return]
center_point = camp_center
path_walk = camp_center_task

-------------------------------
;Солдат 2
-------------------------------
[logic@mil_dolg_soldier2_return]
active = walker4@mil_dolg_soldier2_return
on_death = death@mil_dolg_soldier2

[walker4@mil_dolg_soldier2_return]
path_walk = return7
on_signal = return | kamp2@mil_dolg_soldier2_return
danger = danger_condition@mil_dolg
def_state_moving1 = run
meet = no_meet

[kamp2@mil_dolg_soldier2_return]
center_point = camp_center
path_walk = camp_center_task

-------------------------------
;Солдат 3
-------------------------------
[logic@mil_dolg_soldier3_return]
active = walker4@mil_dolg_soldier3_return
on_death = death@mil_dolg_soldier3

[walker4@mil_dolg_soldier3_return]
path_walk = return4
on_signal = return | kamp2@mil_dolg_soldier3_return
danger = danger_condition@mil_dolg
def_state_moving1 = run
meet = no_meet

[kamp2@mil_dolg_soldier3_return]
center_point = camp_center
path_walk = camp_center_task

-------------------------------
;Солдат 4
-------------------------------
[logic@mil_dolg_soldier4_return]
active = walker4@mil_dolg_soldier4_return
on_death = death@mil_dolg_soldier4

[walker4@mil_dolg_soldier4_return]
path_walk = return5
on_signal = return | kamp2@mil_dolg_soldier4_return
danger = danger_condition@mil_dolg
def_state_moving1 = run
meet = no_meet

[kamp2@mil_dolg_soldier4_return]
center_point = camp_center
path_walk = camp_center_task

-------------------------------
;Солдат 5
-------------------------------
[logic@mil_dolg_soldier5_return]
active = walker4@mil_dolg_soldier5_return
on_death = death@mil_dolg_soldier5

[walker4@mil_dolg_soldier5_return]
path_walk = return6
on_signal = return | kamp2@mil_dolg_soldier5_return
danger = danger_condition@mil_dolg
def_state_moving1 = run
meet = no_meet

[kamp2@mil_dolg_soldier5_return]
center_point = camp_center
path_walk = camp_center_task

-------------------------------
;Солдат 6
-------------------------------
[logic@mil_dolg_soldier6_return]
active = walker4@mil_dolg_soldier6_return
on_death = death@mil_dolg_soldier6

[walker4@mil_dolg_soldier6_return]
path_walk = return2
on_signal = return | kamp2@mil_dolg_soldier6_return
danger = danger_condition@mil_dolg
def_state_moving1 = run
meet = no_meet

[kamp2@mil_dolg_soldier6_return]
center_point = camp_center
path_walk = camp_center_task

-------------------------------
;Солдат 7
-------------------------------
[logic@mil_dolg_soldier7_return]
active = walker4@mil_dolg_soldier7_return
on_death = death@mil_dolg_soldier7

[walker4@mil_dolg_soldier7_return]
path_walk = return3
on_signal = return | kamp2@mil_dolg_soldier7_return
danger = danger_condition@mil_dolg
def_state_moving1 = run
meet = no_meet

[kamp2@mil_dolg_soldier7_return]
center_point = camp_center
path_walk = camp_center_task

;-------------------------------------------------------------------------------------------------
;-- Общие секции (danger, combat_ignore)
;-------------------------------------------------------------------------------------------------

[danger_condition@mil_dolg]
ignore_distance_grenade	= 5
ignore_distance_corpse	= 0
ignore_distance_hit		= 150
ignore_distance_sound	= 0
danger_inertion_time_grenade	= 2000
danger_inertion_time_corpse	= 1000
danger_inertion_time_hit		= 2000
danger_inertion_time_sound	= 1500
danger_inertion_time_ricochet	= 0
