[walker@base]
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
meet = no_meet
out_restr = pri_a16_sr_noweap
use_camp = false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[meet@standart]
close_anim 		= nil
close_victim 	= nil
close_snd_hello = nil
close_snd_bye 	= nil
far_anim 		= nil
far_victim 		= nil
close_distance  = 0
far_distance 	= 0
use = {=actor_enemy} false, true
allow_break = false
trade_enable = false
meet_on_talking = false

[meet@yarmoshuk]:meet@standart
use = {=dist_to_actor_le(3) -military_yarmoshuk_dialog_end !actor_enemy} self, false
meet_dialog	=  {-military_yarmoshuk_dialog_end !actor_enemy} military_yarmoshuk_dialog, nil

[logic@pri_a22_military_yarmoshuk]
active = walker@base_1
suitable = {=check_npc_name(pri_a22_military_yarmoshuk)} true
prior = 200

[walker@base_1]:walker@base
path_walk = yarmoshuk_1_walk
path_look = yarmoshuk_1_look
on_info = {+actor_start_position} walker@base_2

[walker@base_2]:walker@base
path_walk = yarmoshuk_2_walk
path_look = yarmoshuk_2_look
meet = meet@yarmoshuk
on_info = {+military_yarmoshuk_dialog_end} walker@base_3

[walker@base_3]:walker@base
path_walk = yarmoshuk_3_walk
path_look = yarmoshuk_3_look
on_info = {+zombied_start_attack_loundry -pri_a28_army_zombied_first} %+pri_a28_army_zombied_first =play_sound(pri_a28_army_zombied_first)%
on_info2 = {+actor_return_pri_b306} animpoint@pri_a16_vano

[animpoint@pri_a16_vano]:walker@base
cover_name = pri_a16_animp_vano
use_camp = false 
