

; KILLERS
[logic@ds_killers_post1]
active = walker1@ds_killers_post1
combat_ignore = combat_ignore@ds_killers
on_hit = hit@killer
on_death = death@killer
corpse_detection_enabled = false

[walker1@ds_killers_post1]
path_walk = post1_walk
path_look = post1_look


[logic@ds_killers_post2]
active = walker1@ds_killers_post2
combat_ignore = combat_ignore@ds_killers
on_hit = hit@killer
on_death = death@killer
corpse_detection_enabled = false

[walker1@ds_killers_post2]
path_walk = post2_walk
path_look = post2_look

;>>> VOSTOK
[logic@ds_killers_post3]
active = walker1@ds_killers_post3
combat_ignore = combat_ignore@ds_killers
on_hit = hit@killer
on_death = death@killer
level_spot = mechanic
corpse_detection_enabled = false

[walker1@ds_killers_post3]
path_walk = post3_walk
path_look = post3_look
meet = no_meet
on_info = {+ds_killers_on -ds_killers_sci_first_meet} walker2@ds_killers_post3, {+ds_killers_on +ds_killers_sci_first_meet +ds_sci_polter_accept} walker2@ds_killers_post3, {+ds_killers_on +ds_killers_sci_first_meet +ds_sci_polter_decline} walker2@ds_killers_post3

[walker2@ds_killers_post3]
path_walk = post3_walk
path_look = post3_look
meet = meet@meet_vostok
on_info = {-ds_killers_on} walker1@ds_killers_post3, {+ds_killers_on +ds_killers_sci_first_meet -ds_sci_polter_accept -ds_sci_polter_decline} walker1@ds_killers_post3
;<<< VOSTOK
;>>> UCHENIY
[logic@ds_killers_work1]
active = walker1@ds_killers_work1
on_hit = hit@killer
on_death = death@killer
level_spot = quest_npc
trade = misc\manager_trade\trade_kaputkin.ltx
corpse_detection_enabled = false
combat_ignore_cond = {=fighting_actor -ds_killers_fire +ds_killers_on}		;, {=check_fighting(19000:19001:19003)}
tolerant = killer

[walker1@ds_killers_work1]
path_walk = work1_walk
path_look = work1_look
meet = no_meet
on_info = {+ds_killers_sci_first_meet} walker2@ds_killers_work1, {+escape_trader_tactic_gg} walker3@ds_killers_work1

[walker2@ds_killers_work1]
path_walk = work1_walk
path_look = work1_look
on_info = {+ds_pat_first_merc} walker2@ds_killers_work1

[walker3@ds_killers_work1]
path_walk = work1_walk
path_look = work1_look

;<<< UCHENIY
;>>> main
[combat_ignore@ds_killers]
combat_ignore_cond = {=fighting_actor -ds_killers_fire +ds_killers_on}		;, {=check_fighting(19002)}
tolerant = human,1,0,50,actor,1,0,70

[hit@killer]
on_info = {=hit_by_actor} %+ds_killers_fire%

[death@killer]
on_info = {=killed_by_actor} %+ds_killers_fire%

[meet@meet_vostok]
meet_state 		= 30| {+ds_killers_on} guard, guard@ {+ds_killers_on} talk_hello, wait
meet_state_wpn 	= 30| {+ds_killers_on} guard, guard@ {+ds_killers_on} talk_hello, wait
victim 			= 30| actor
victim_wpn 		= 30| actor
use			    = {+ds_pat_first -ds_pat_first_merc} true, {+ds_kaputkin_tactic_gg -ds_vostok_tactic_gg} true, {=_used} true, false
use_wpn		    = false
meet_dialog		= {+ds_pat_first -ds_pat_first_merc} ds_vostok_sumka_start
precond         = visibility
abuse           = true

; HUNTERS

[logic@ds_hunters_kamp1]
active = kamp1@ds_hunters
enable_torch = false
tolerant = military

[kamp1@ds_hunters]
center_point  = kamp1_center
path_walk = kamp1_center_task

[logic@ds_hunters_leader]
active = walker@ds_hunters_leader_walker1
level_spot = quest_npc
tolerant = military

[walker@ds_hunters_leader_walker1]
path_walk = leader1_walk
path_look = leader1_look

[logic@ds_hunters_post1]
active = walker@ds_hunters_walker1
tolerant = military

[walker@ds_hunters_walker1]
path_walk = post1_walk
path_look = post1_look

[logic@ds_hunters_guard1]
active = walker@ds_hunters_walker2
tolerant = military

[walker@ds_hunters_walker2]
path_walk = guard1_walk
path_look = guard1_look

[logic@ds_hunters_pat]
active = walker@ds_hunters_pat_walker1
level_spot = medic
tolerant = military

[walker@ds_hunters_pat_walker1]
path_walk = pat1_walk
path_look = pat1_look

; KOLONKA

[logic@ds_kolonka_kamp1]
active = kamp1@ds_kolonka
enable_torch = false
tolerant = military

[kamp1@ds_kolonka]
center_point = kamp1_center

[logic@ds_kolonka_leader]
active = walker@ds_kolonka_leader_walker1
level_spot = trader
on_death = death@ds_kolonka_leader
trade = misc\manager_trade\trade_hvos.ltx
tolerant = military

[walker@ds_kolonka_leader_walker1]
path_walk = leader1_walk
path_look = leader1_look
on_info = {+ds_bandits_kolonka_attack_info} walker@ds_kolonka_leader_walker2
on_actor_dist_le_nvis = 85 | {-ds_bandits_kolonka_attack_info +esc_kuza_sumka_to_hunter_start} %+ds_bandits_kolonka_attack_info =ds_bandits_kolonka_attack =set_sound_play(ds_hvos_alarm)%, {-ds_bandits_kolonka_attack_info +mar_csky_tehnik_rubbing_start_gg} %+ds_bandits_kolonka_attack_info =ds_bandits_kolonka_attack =set_sound_play(ds_hvos_alarm)%

[walker@ds_kolonka_leader_walker2]
path_walk = leader1_walk
path_look = leader1_look

[death@ds_kolonka_leader]
on_info = %+ds_hvos_die%

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; BRIDGE >>>>>
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; постовой с диалогом >
[ds_bridge_logic]
combat_ignore = combat_ignore@ds_bridge
on_hit = hit@ds_bridge_soldier
on_death = death@ds_bridge_soldier

[logic@ds_bridge_post1]:ds_bridge_logic
active = walker@ds_bridge_walker1

[walker@ds_bridge_walker1]
path_walk = post1_walk
path_look = post1_look
meet = meet@ds_bridge_sold_zoneguard
on_actor_dist_le = 25| {-ds_bridge_pass_on !actor_moving} remark@ds_bridge_post1
on_actor_dist_le_nvis = 6 | walker2@ds_bridge_leader_walker2
on_info = {+ds_bridge_pass_fire} walker3@ds_bridge_post1 %=play_snd_3d(characters_voice\human_01\military\fight\searching_enemy\search_7)%
on_info2 = {+ds_bridge_pass_on} walker2@ds_bridge_post1

[remark@ds_bridge_post1]
anim = guard
target = actor
snd = esc_bridge_soldiers
on_signal = sound_end| walker2@ds_bridge_post1

[walker2@ds_bridge_post1]
path_walk = post1_walk
path_look = post1_look
meet = meet@ds_bridge_sold_zoneguard

[walker3@ds_bridge_post1]
path_walk = post1_walk
path_look = post1_look
; постовой с диалогом <

[logic@ds_bridge_post2]:ds_bridge_logic
active = walker@ds_bridge_walker2

[walker@ds_bridge_walker2]
path_walk = post2_walk
path_look = post2_look

[logic@ds_bridge_post3]:ds_bridge_logic
active = walker@ds_bridge_walker3

[walker@ds_bridge_walker3]
path_walk = post3_walk
path_look = post3_look

[logic@ds_bridge_post4]:ds_bridge_logic
active = walker@ds_bridge_walker4

[walker@ds_bridge_walker4]
path_walk = post4_walk
path_look = post4_look

[logic@ds_bridge_patrol]:ds_bridge_logic
active = walker@ds_bridge_patrol

[walker@ds_bridge_patrol]
path_walk = patrol_walk
path_look = patrol_look

[logic@ds_bridge_sit1]:ds_bridge_logic
active = walker@ds_bridge_sit1

[walker@ds_bridge_sit1]
path_walk = sit1_walk
path_look = sit1_look

[logic@ds_bridge_sit2]:ds_bridge_logic
active = walker@ds_bridge_sit2

[walker@ds_bridge_sit2]
path_walk = sit2_walk
path_look = sit2_look

[logic@ds_bridge_sleep1]:ds_bridge_logic
active = sleeper@ds_bridge_sleep1

[sleeper@ds_bridge_sleep1]
path_main = sleep1
wakeable = true

[logic@ds_bridge_sleep2]:ds_bridge_logic
active = sleeper@ds_bridge_sleep2

[sleeper@ds_bridge_sleep2]
path_main = sleep2

; командир >
[logic@ds_bridge_leader]
active = walker@ds_bridge_leader_walker1
combat_ignore_cond = {-ds_bridge_pass_fire =fighting_actor}
on_hit = hit@ds_bridge_soldier
on_death = death@ds_bridge_soldier
level_spot = quest_npc

[walker@ds_bridge_leader_walker1]
path_walk = leader_walk
path_look = leader_look
meet = meet@ds_bridge_sold_zoneguard
on_actor_dist_le_nvis = 35 | remark@ds_bridge_leader_1
on_info = {+ds_bridge_pass_fire} walker3@ds_bridge_leader_walker3 %=play_snd_3d(characters_voice\human_01\military\fight\searching_enemy\search_6)%

[remark@ds_bridge_leader_1]
anim = guard
target = actor
on_actor_dist_le_nvis = 20 | {-ds_bridge_pass_on} remark@ds_bridge_leader_2
on_info = {+ds_bridge_pass_fire} walker3@ds_bridge_leader_walker3 %=play_snd_3d(characters_voice\human_01\military\fight\searching_enemy\search_6)%
on_info2 = {+ds_bridge_pass_on} walker2@ds_bridge_leader_walker2

[remark@ds_bridge_leader_2]
anim = guard
target = actor
snd = esc_bridge_soldiers
on_signal = sound_end| walker2@ds_bridge_leader_walker2

[walker2@ds_bridge_leader_walker2]
path_walk = leader_walk
path_look = leader_look
meet = meet@ds_bridge_sold_zoneguard

[walker3@ds_bridge_leader_walker3]
path_walk = leader_walk
path_look = leader_look
; командир <


[logic@ds_bridge_camp1]:ds_bridge_logic
active = camper@ds_bridge_camp1

[camper@ds_bridge_camp1]
path_walk = camp1_walk
path_look = camp1_look
radius = 40
crouch_type = 1
def_state_campering_fire = threat_fire

[logic@ds_bridge_camp2]:ds_bridge_logic
active = walker@ds_bridge_camp2

[walker@ds_bridge_camp2]
path_walk = camp2_walk
path_look = camp2_look

[logic@ds_bridge_camp3]:ds_bridge_logic
active = walker@ds_bridge_camp3

[walker@ds_bridge_camp3]
path_walk = camp3_walk
path_look = camp3_look

[logic@ds_bridge_camp4]:ds_bridge_logic
active = walker@ds_bridge_camp4

[walker@ds_bridge_camp4]
path_walk = camp4_walk
path_look = camp4_look


; >>> main
[meet@ds_bridge_sold_zoneguard]
meet_state 		= 30| {+ds_bridge_pass_on} guard, guard@ {+ds_bridge_pass_on} talk_hello, wait
meet_state_wpn 	= 30| {+ds_bridge_pass_on} guard, guard@ {+ds_bridge_pass_on} talk_hello, wait
victim 			= 30| actor
victim_wpn 		= 30| actor
use             = true
use_wpn         = true
meet_dialog		= ds_bridge_soldiers_start
precond         = visibility

[combat_ignore@ds_bridge]
combat_ignore_cond = {-val_come_to_trader_task -ds_bridge_pass_fire =fighting_actor}, {+val_come_to_trader_task +esc_trader_speak -ds_bridge_pass_fire =fighting_actor}

[hit@ds_bridge_soldier]
on_info = {=hit_by_actor} %+ds_bridge_pass_fire%

[death@ds_bridge_soldier]
on_info = {=killed_by_actor} %+ds_bridge_pass_fire%
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; BRIDGE <<<<<
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;