[walker@standart]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = true
invulnerable = true
combat_ignore_keep_when_attacked = true
meet = no_meet
;-------------------------------------------------------------

[meet@esc_wolf]
close_snd_hello = nil
close_snd_bye 	= nil
far_anim 		= nil
far_victim 		= nil
far_distance 	= 0
allow_break = false
trade_enable = false
meet_on_talking = false
close_distance  = 6
close_victim 	= actor
close_anim 		= threat
use = 			{+start_esc_wolf_dialog -esc_wolf_dialog_end} self, false
meet_dialog	= 	{-esc_wolf_dialog_end} esc_wolf_dialog,	nil
;-------------------------------------------------------------

[remark@stalker]:walker@standart
target = story | actor
anim = threat
;-------------------------------------------------------------

[logic@stalker_1]
active = walker@stalker_1
suitable = {=check_npc_name(sim_default)} true
prior = 200

[walker@stalker_1]:walker@standart
path_walk = stalker_1_walk
path_look = stalker_1_look
on_info = {+actor_on_level_escape} remark@stalker_1

[remark@stalker_1]:remark@stalker
on_info = {=see_actor =actor_see_npc} %=play_sound(pri_b305_kovalskiy_who_are_you)%
;-------------------------------------------------------------

[logic@stalker_2]
active = walker@stalker_2
suitable = {=check_npc_name(sim_default)} true
prior = 200

[walker@stalker_2]:walker@standart
path_walk = stalker_2_walk
path_look = stalker_1_look
on_info = {+actor_on_level_escape} remark@stalker_2

[remark@stalker_2]:remark@stalker
on_info = {=see_actor =actor_see_npc} %=play_sound(zat_b14_robbery_stop_snd)%
on_signal = sound_end | %+zat_b14_robbery_stop_snd_done%
;-------------------------------------------------------------

[logic@stalker_3]
active = walker@stalker_3
suitable = {=check_npc_name(sim_default)} true
prior = 200

[walker@stalker_3]:walker@standart
path_walk = stalker_3_walk
path_look = stalker_1_look
on_info = {+actor_in_kordon_dialog_restr} walker@stalker_3_1

[walker@stalker_3_1]:walker@standart
path_walk = stalker_8_walk
path_look = stalker_2_look
on_signal = stalk_2 | remark@stalker_3

[remark@stalker_3]:remark@stalker
on_info = {+zat_b14_robbery_stop_snd_done =see_actor =actor_see_npc} %=play_sound(pri_a15_army_hide_weapon)%
;-------------------------------------------------------------

[logic@stalker_4]
active = walker@stalker_4
suitable = {=check_npc_name(sim_default)} true
prior = 200

[walker@stalker_4]:walker@standart
path_walk = stalker_4_walk
path_look = stalker_1_look
on_info = {+actor_in_kordon_dialog_restr} walker@stalker_4_1

[walker@stalker_4_1]:walker@standart
path_walk = stalker_7_walk
path_look = stalker_2_look
on_signal = stalk_1 | remark@stalker
;-------------------------------------------------------------

[logic@stalker_5]
active = walker@stalker_5
suitable = {=check_npc_name(esc_wolf)} true
prior = 200

[walker@stalker_5]:walker@standart
path_walk = stalker_5_walk
path_look = stalker_1_look
on_info = {+actor_in_kordon_dialog_restr} walker@stalker_6

[walker@stalker_6]:walker@standart
path_walk = stalker_6_walk
path_look = stalker_2_look
on_signal = wolf_dial | remark@esc_wolf

[remark@esc_wolf]:remark@stalker
meet = meet@esc_wolf
on_game_timer = 30 | {-start_esc_wolf_dialog } %+start_esc_wolf_dialog%
;-------------------------------------------------------------
