;-------------------------------------------------------------------------------------------------
;-- ESCAPE BLOCKPOST
;-------------------------------------------------------------------------------------------------
[logic@esc_blockpost_patrol1]
active = patrol@esc_blokpost_day_patrol_commander

[patrol@esc_blokpost_day_patrol_commander]
path_walk = day_patrol_walk
path_look = day_patrol_look
formation = back
commander = true


[logic@esc_blockpost_follower1]
active = patrol@esc_blokpost_day_patrol_follower1

[patrol@esc_blokpost_day_patrol_follower1]
path_walk = day_patrol_walk
path_look = day_patrol_look
formation = back
commander = false


[logic@esc_blockpost_follower2]
active = patrol@esc_blokpost_day_patrol_follower2

[patrol@esc_blokpost_day_patrol_follower2]
path_walk = day_patrol_walk
path_look = day_patrol_look
formation = back
commander = false


[logic@esc_blockpost_commander_day]
active = camper@esc_blockpost_commander_day
on_death = death@commander

[camper@esc_blockpost_commander_day]
path_walk = commander_walk
path_look = commander_look

[death@commander]
on_info = %+esc_commander_die%


[logic@esc_blockpost_post1]
active = walker@esc_blockpost_post1

[walker@esc_blockpost_post1]
path_walk = post_walk1
path_look = post_look1


[logic@esc_blockpost_post2]
active = walker@esc_blockpost_post2

[walker@esc_blockpost_post2]
path_walk = post_walk2
path_look = post_look2


[logic@esc_blockpost_camper_day]
active = camper@esc_blockpost_camper_day

[camper@esc_blockpost_camper_day]
path_walk = camper_day_walk
path_look = camper_day_look
sniper = true
def_state_campering = threat


[logic@esc_blockpost_patrol_yard]
active = walker@esc_blockpost_patrol_yard

[walker@esc_blockpost_patrol_yard]
path_walk = patrol_yard_walk


[logic@esc_blockpost_watch_tv1]
active = walker@esc_blockpost_watch_tv1

[walker@esc_blockpost_watch_tv1]
path_walk = watch_walk1
path_look = watch_look1


[logic@esc_blockpost_watch_tv2]
active = walker@esc_blockpost_watch_tv2

[walker@esc_blockpost_watch_tv2]
path_walk = watch_walk2
path_look = watch_look2


[logic@esc_blockpost_kamp1]
active = kamp@esc_blockpost_kamp1

[kamp@esc_blockpost_kamp1]
center_point = kamp
path_walk = kamp_task
soundgroup = esc_blokpost_soldier


[logic@esc_blockpost_kamp2]
active = kamp@esc_blockpost_kamp2
on_death = death@commander

[kamp@esc_blockpost_kamp2]
center_point = kamp
path_walk = kamp_task
soundgroup = esc_blokpost_soldier


[logic@esc_blockpost_sleep1]
active = sleeper@esc_blockpost_sleep1

[sleeper@esc_blockpost_sleep1]
path_main = sleep1
wakeable = false


[logic@esc_blockpost_sleep2]
active = sleeper@esc_blockpost_sleep2

[sleeper@esc_blockpost_sleep2]
path_main = sleep2
wakeable = false


[logic@esc_blockpost_sleep3]
active = sleeper@esc_blockpost_sleep3

[sleeper@esc_blockpost_sleep3]
path_main = sleep3
wakeable = false


[logic@esc_blockpost_sleep4]
active = sleeper@esc_blockpost_sleep4

[sleeper@esc_blockpost_sleep4]
path_main = sleep4
wakeable = false


[logic@esc_blockpost_comander_guard1]
active = walker@esc_blockpost_comander_guard1

[walker@esc_blockpost_comander_guard1]
path_walk = guard_walk1
path_look = guard_look1


[logic@esc_blockpost_comander_guard2]
active = walker@esc_blockpost_comander_guard2

[walker@esc_blockpost_comander_guard2]
path_walk = guard_walk2
path_look = guard_look2


[logic@esc_blockpost_camper1]
active = camper@esc_blockpost_camper1

[camper@esc_blockpost_camper1]
path_walk = camper1_walk
path_look = camper1_look
sniper = true


[logic@esc_blockpost_camper2]
active = camper@esc_blockpost_camper2

[camper@esc_blockpost_camper2]
path_walk = camper2_walk
path_look = camper2_look
sniper = true


[logic@esc_blockpost_alarm_patrol1]
active = walker@esc_blockpost_alarm_patrol1

[walker@esc_blockpost_alarm_patrol1]
path_walk = alarm1_walk


[logic@esc_blockpost_alarm_patrol2]
active = walker@esc_blockpost_alarm_patrol2

[walker@esc_blockpost_alarm_patrol2]
path_walk = alarm2_walk


;-----------------------------------------------------------------------------
;------------------------------  ESCAPE SPECNAZ  -----------------------------
;-----------------------------------------------------------------------------
[logic@esc_specnaz_kamp]
active = kamp@esc_specnaz_kamp

[kamp@esc_specnaz_kamp]
center_point = kamp
soundgroup = esc_blokpost_specnaz


[logic@esc_specnaz_raid1]
active = walker@esc_specnaz_raid1

[walker@esc_specnaz_raid1]
path_walk = way1
path_look = look1
on_signal = start_raid| patrol@esc_specnaz_raid1

[patrol@esc_specnaz_raid1]
path_walk = walk_raid1
formation = line
commander = true
move_type = raid


[logic@esc_specnaz_raid2]
active = walker@esc_specnaz_raid2

[walker@esc_specnaz_raid2]
path_walk = way2
path_look = look2
on_signal = start_raid| patrol@esc_specnaz_raid2

[patrol@esc_specnaz_raid2]
path_walk = walk_raid2
formation = line
commander = true
move_type = raid


[logic@esc_specnaz_follower1]
active = walker@esc_specnaz_follower1

[walker@esc_specnaz_follower1]
path_walk = way3
path_look = look1
on_signal = start_raid| patrol@esc_specnaz_follower1

[patrol@esc_specnaz_follower1]
path_walk = walk_raid1
formation = line
move_type = raid


[logic@esc_specnaz_follower2]
active = walker@esc_specnaz_follower2

[walker@esc_specnaz_follower2]
path_walk = way4
path_look = look1
on_signal = start_raid| patrol@esc_specnaz_follower2

[patrol@esc_specnaz_follower2]
path_walk = walk_raid1
formation = line
move_type = raid


[logic@esc_specnaz_follower3]
active = walker@esc_specnaz_follower3

[walker@esc_specnaz_follower3]
path_walk = way5
path_look = look2
on_signal = start_raid| patrol@esc_specnaz_follower3

[patrol@esc_specnaz_follower3]
path_walk = walk_raid2
formation = line
move_type = raid


[logic@esc_specnaz_follower4]
active = walker@esc_specnaz_follower4

[walker@esc_specnaz_follower4]
path_walk = way6
path_look = look2
on_signal = start_raid| patrol@esc_specnaz_follower4

[patrol@esc_specnaz_follower4]
path_walk = walk_raid2
formation = line
move_type = raid

;-------------------------------------------------------------------------------------------------
;-- ESCAPE LAGER
;-------------------------------------------------------------------------------------------------
; Волк
[logic@esc_lager_volk]
active = walker@esc_lager_volk_walker1
on_death = death@wolf

[walker@esc_lager_volk_walker1]
path_walk = wolf_walk
path_look = wolf_look
meet = meet@wolf
on_actor_dist_le = 23| {+tutorial_wounded_start -esc_kill_bandits_quest_kill} remark@esc_lager_volk1 
on_actor_dist_le_nvis = 5| walker@esc_lager_volk_walker2
danger = danger_condition@shustryi

[remark@esc_lager_volk1]
anim = hello_wpn
snd = esc_wolf_say_thanks
target = actor
on_signal = sound_end| walker@esc_lager_volk_walker2
on_actor_dist_le_nvis = 5| walker@esc_lager_volk_walker2
danger = danger_condition@shustryi

[walker@esc_lager_volk_walker2]
path_walk = wolf_walk
path_look = wolf_look
meet = meet@wolf
on_info = {+esc_kill_bandits_quest_have} remark@esc_lager_volk2
danger = danger_condition@shustryi

[remark@esc_lager_volk2]
anim = guard_rac
snd = esc_wolf_radio
target = actor
on_signal = sound_end| remark@esc_lager_volk3 %=play_snd_from_radio%
on_info = {+esc_petruha_report} walker@esc_lager_volk_walker3
meet = no_meet
danger = danger_condition@shustryi

[remark@esc_lager_volk3]
anim = guard_rac
;snd = esc_wolf_radio_1
target = actor
on_timer = 5000 | walker@esc_lager_volk_walker3 %+esc_petruha_report%
on_info = {+esc_petruha_report} walker@esc_lager_volk_walker3
meet = no_meet
danger = danger_condition@shustryi

[walker@esc_lager_volk_walker3]
path_walk = wolf_walk
path_look = wolf_look
meet = meet@wolf
danger = danger_condition@shustryi

[meet@wolf]
meet_state		= 15|guard@wait
meet_state_wpn	= 15|backoff@threat_weap
victim		= 15|actor
victim_wpn		= 15|actor
use			= true
use_wpn		= false
syndata		= backoff@threat_weap
meet_dialog = {-agroprom_military_case_have} escape_lager_volk_talk, escape_lager_leader_hello

[death@wolf]
on_info = %+esc_wolf_dead%


;Fanat
[logic@esc_lager_fanat]
active = walker@esc_lager_fanat
on_death = death@fanat

; 091109 Storm Shadow State - calm Fanatic down
[walker@esc_lager_fanat]
path_walk = wolf_walk
path_look = wolf_look
meet = meet@fanat
on_actor_dist_le = 7 | {-escape_lager_spawn_killers -escape_lager_killers_die} remark@esc_fanat_need_help
danger = danger_condition@shustryi

[remark@esc_fanat_need_help]
anim = guard
target = actor
snd = esc_fanat_dialog
on_signal = sound_end| remark@esc_lager_fanat_wait
meet = meet@fanat
abuse = false
danger = danger_condition@shustryi

[remark@esc_lager_fanat_wait]
anim = guard
on_info = {+escape_lager_spawn_killers} walker@esc_lager_fanat
meet = meet@fanat
target = actor
danger = danger_condition@shustryi

[meet@fanat]
meet_state		= 3|guard@wait
meet_state_wpn	= 3|guard@wait
victim		= 3|actor
victim_wpn		= 3|actor
use			= true
use_wpn		= true
syndata		= guard@wait

;Шустрый

[logic@esc_lager_shustryi]
; active = camper@esc_lager_prisoner
; nv130116 prevent Nimble suicide (requires xr_gulag.script, xr_logic.script support)
selective = {+tutorial_wounded_give_info} sleeper4@esc_lager, camper@esc_lager_prisoner
combat_ignore = combat_ignore

[camper@esc_lager_prisoner]
path_walk = prisoner_walk
path_look = prisoner_look
combat_ignore_cond = always
def_state_campering = prisoner
; nv100223 reverse check order to prevent Nimble suicide
on_info = {+tutorial_wounded_give_info} sleeper4@esc_lager
on_info2 = {=esc_bandits_die} remark@esc_lager_help
meet = no_meet
danger = danger_condition@shustryi

[remark@esc_lager_help]
snd = esc_shustryi_help
anim = prisoner
meet = no_meet
target = esc_lager_prisoner_look, 0
on_actor_dist_le = 5| remark@esc_lager_prisoner
combat_ignore_cond = always
danger = danger_condition@shustryi
on_signal = sound_end| remark@esc_shustryi_wait
on_info = {+tutorial_wounded_give_info} sleeper4@esc_lager

[remark@esc_shustryi_wait]
anim = prisoner
meet = no_meet
target = esc_lager_prisoner_look, 0
on_actor_dist_le = 5| remark@esc_lager_prisoner
combat_ignore_cond = always
danger = danger_condition@shustryi
on_timer = 10000| remark@esc_lager_help
on_info = {+tutorial_wounded_give_info} sleeper4@esc_lager

; nv160112 correct meet = meet@no_meet per castl
[remark@esc_lager_prisoner]
anim = wait
anim_reset = false
target = esc_lager_prisoner_look, 0
snd = esc_shustryi_thanks
on_info = {+tutorial_wounded_give_info} sleeper4@esc_lager
on_signal = sound_end| remark@wait_player_at_lager
combat_ignore_cond = always
meet = no_meet
danger = danger_condition@shustryi

[remark@wait_player_at_lager]
anim = wait
anim_reset = false
target = actor
meet = meet@friend
danger = danger_condition@shustryi
on_info = {+tutorial_wounded_give_info} sleeper4@esc_lager

[sleeper4@esc_lager]
path_main = sleep4
meet = meet@friend
danger = danger_condition@shustryi

[danger_condition@shustryi]
ignore_distance = 0

;охранники

[logic@esc_lager_zoneguard1]
active = walker@esc_lager_zoneguard1

[walker@esc_lager_zoneguard1]
path_walk  = guard_walk1
path_look  = guard_look1
meet = meet@zoneguard_novice_lager1

[meet@zoneguard_novice_lager1]
meet_state 		= 10| wait@talk_hello
meet_state_wpn 	= 10| threat@threat_weap
victim 			= 10| actor
victim_wpn 		= 10| actor
use			= true
use_wpn		= true
meet_dialog		= escape_lager_guard_start_dialog


[logic@esc_lager_zoneguard2]
active = walker@esc_lager_zoneguard2

[walker@esc_lager_zoneguard2]
path_walk  = guard_walk2
path_look  = guard_look2
meet = meet@zoneguard_novice_lager2

[meet@zoneguard_novice_lager2]
meet_state 		= 10| wait@talk_hello
meet_state_wpn 	= 10| threat@threat_weap
victim 			= 10| actor
victim_wpn 		= 10| actor
use			= true
use_wpn		= true
meet_dialog		= escape_lager_guard_start_dialog


[logic@esc_lager_walker1]
active = walker1@esc_lager

[walker1@esc_lager]
path_walk  = guard_walk1
path_look  = guard_look1
meet = meet@lager


[logic@esc_lager_walker2]
active = walker2@esc_lager

[walker2@esc_lager]
path_walk  = guard_walk2
path_look  = guard_look2
meet = meet@lager


[logic@esc_lager_walker3]
active = walker3@esc_lager

[walker3@esc_lager]
path_walk  = guard_walk3
meet = meet@lager


[logic@esc_lager_walker4]
active = walker4@esc_lager

[walker4@esc_lager]
path_walk  = guard_walk4
meet = meet@lager


; сидящие днём у костра
[logic@esc_lager_kamp1]
active = kamp1@esc_lager

[kamp1@esc_lager]
center_point  = camp_center
path_walk = camp_center_task
soundgroup = esc_lager
; nv130408 lock out conflicting vertex spots 1, 3
; mask is sum[2^(spot-1)] = 1 + 4
avoid_pos = 5
meet = meet@lager


;спящие ночью
[logic@esc_lager_sleeper1]
active = sleeper1@esc_lager

[sleeper1@esc_lager]
path_main = sleep1
meet = meet@lager


[logic@esc_lager_sleeper2]
active = sleeper2@esc_lager

[sleeper2@esc_lager]
path_main = sleep2
meet = meet@lager


[logic@esc_lager_sleeper3]
active = sleeper3@esc_lager

[sleeper3@esc_lager]
path_main = sleep3
meet = meet@lager


;спящие ночью и днём

[logic@esc_lager_sleeper5]
active = sleeper5@esc_lager

[sleeper5@esc_lager]
path_main = sleep5
meet = meet@lager


[logic@esc_lager_sleeper6]
active = sleeper6@esc_lager

[sleeper6@esc_lager]
path_main = sleep6
meet = meet@lager


[logic@esc_lager_sleeper7]
active = sleeper7@esc_lager

[sleeper7@esc_lager]
path_main = sleep7
meet = meet@lager


; защита лагеря
[logic@esc_lager_defend1]
active = walker@esc_lager_defend1
combat_ignore = combat_ignore
on_hit = hit@lager
on_death = death@lager

[walker@esc_lager_defend1]
path_walk = defend1_walk
path_look = defend1_look
combat_ignore_cond = {-esc_open_lager_fire}


[logic@esc_lager_defend2]
active = walker@esc_lager_defend2
combat_ignore = combat_ignore
on_hit = hit@lager
on_death = death@lager

[walker@esc_lager_defend2]
path_walk = defend2_walk
path_look = defend2_look
combat_ignore_cond = {-esc_open_lager_fire}


[logic@esc_lager_defend3]
active = walker@esc_lager_defend3
combat_ignore = combat_ignore
on_hit = hit@lager
on_death = death@lager

[walker@esc_lager_defend3]
path_walk = defend3_walk
path_look = defend3_look
combat_ignore_cond = {-esc_open_lager_fire}


[logic@esc_lager_defend4]
active = walker@esc_lager_defend4
combat_ignore = combat_ignore
on_hit = hit@lager
on_death = death@lager

[walker@esc_lager_defend4]
path_walk = defend4_walk
path_look = defend4_look
combat_ignore_cond = {-esc_open_lager_fire}


[logic@esc_lager_defend5]
active = walker@esc_lager_defend5
combat_ignore = combat_ignore
on_hit = hit@lager
on_death = death@lager

[walker@esc_lager_defend5]
path_walk = defend5_walk
path_look = defend5_look
combat_ignore_cond = {-esc_open_lager_fire}


[logic@esc_lager_defend6]
active = camper@esc_lager_defend6
combat_ignore = combat_ignore
on_hit = hit@lager
on_death = death@lager

[camper@esc_lager_defend6]
path_walk = defend6_walk
path_look = defend6_look
combat_ignore_cond = {-esc_open_lager_fire}
radius = 5
on_info = {=gulag_population_le(esc_lager:6)} walker@esc_lager_defend_new1

[walker@esc_lager_defend_new1]
path_walk = guard_walk4


[logic@esc_lager_defend7]
active = camper@esc_lager_defend7
combat_ignore = combat_ignore
on_hit = hit@lager
on_death = death@lager

[camper@esc_lager_defend7]
path_walk = defend7_walk
path_look = defend7_look
combat_ignore_cond = {-esc_open_lager_fire}
radius = 5
on_info = {=gulag_population_le(esc_lager:6)} walker@esc_lager_defend_new2

[walker@esc_lager_defend_new2]
path_walk = guard_walk4


[logic@esc_lager_defend8]
active = camper@esc_lager_defend8
combat_ignore = combat_ignore
on_hit = hit@lager
on_death = death@lager

[camper@esc_lager_defend8]
path_walk = defend8_walk
path_look = defend8_look
combat_ignore_cond = {-esc_open_lager_fire}
radius = 5
on_info = {=gulag_population_le(esc_lager:6)} walker@esc_lager_defend_new3

[walker@esc_lager_defend_new3]
path_walk = guard_walk4


[logic@esc_lager_defend9]
active = camper@esc_lager_defend9
combat_ignore = combat_ignore
on_hit = hit@lager
on_death = death@lager_petruha

[camper@esc_lager_defend9]
path_walk = defend9_walk
path_look = defend9_look
combat_ignore_cond = {-esc_open_lager_fire}
radius = 5
on_info = {=gulag_population_le(esc_lager:6)} walker@esc_lager_defend_new4

[walker@esc_lager_defend_new4]
path_walk = guard_walk4


[logic@esc_lager_defend10]
active = camper@esc_lager_defend10
combat_ignore = combat_ignore
on_hit = hit@lager
on_death = death@lager_tolik

[camper@esc_lager_defend10]
path_walk = defend10_walk
path_look = defend10_look
combat_ignore_cond = {-esc_open_lager_fire}
radius = 5
on_info = {=gulag_population_le(esc_lager:6)} walker@esc_lager_defend_new5

[walker@esc_lager_defend_new5]
path_walk = guard_walk4


[logic@esc_lager_defend11]
active = camper@esc_lager_defend11
combat_ignore = combat_ignore
on_hit = hit@lager
on_death = death@lager

[camper@esc_lager_defend11]
path_walk = defend11_walk
path_look = defend11_look
combat_ignore_cond = {-esc_open_lager_fire}
radius = 5
on_info = {=gulag_population_le(esc_lager:6)} walker@esc_lager_defend_new6

[walker@esc_lager_defend_new6]
path_walk = guard_walk4


[logic@esc_lager_defend12]
active = remark@esc_lager_defend12
combat_ignore = combat_ignore
on_hit = hit@lager
on_death = death@fanat

; 091109 Storm Shadow State - calm Fanatic down
[remark@esc_lager_defend12]
path_walk = wolf_walk
anim = guard
snd = esc_fanat_ready
on_signal = sound_end| walker@esc_lager_defend12
meet = meet@fanat
danger = danger_condition@shustryi

[walker@esc_lager_defend12]
path_walk = defend12_walk
path_look = defend12_look
combat_ignore_cond = {-esc_open_lager_fire}
meet = meet@fanat
danger = danger_condition@shustryi


[logic@esc_lager_defend13]
active = walker@esc_lager_defend13
on_death = death@wolf

[walker@esc_lager_defend13]
path_walk = defend13_walk
path_look = defend13_look


[meet@lager]
meet_dialog = esc_lager_no_talk

[combat_ignore]

[hit@lager]
on_info = %+esc_open_lager_fire%

[death@lager]
on_info = %+esc_open_lager_fire%

[death@lager_petruha]
on_info = %+esc_open_lager_fire%

[death@lager_tolik]
on_info = %+esc_open_lager_fire%

[death@fanat]
on_info = %+esc_open_lager_fire +esc_fanat_die%

[hit@killers]
on_info = %+esc_open_lager_fire +esc_open_killer_fire%

[death@killers]
on_info = %+esc_open_lager_fire +esc_open_killer_fire%

;-------------------------------------------------------------------------------------------------
;-- ESCAPE FACTORY BANDITS
;-------------------------------------------------------------------------------------------------
[logic@esc_fabrika_bandit_walker1]
active = walker1@esc_fabrika_bandit
combat_ignore = combat_ignore
danger = danger_condition@esc_fabrika_bandit

[walker1@esc_fabrika_bandit]
path_walk = day_walk1
path_look = day_look1
def_state_moving = raid
def_state_moving_fire = raid_fire
def_state_campering = threat
def_state_campering_fire = threat_fire
combat_ignore_cond = {=check_fighting(004)}

[danger_condition@esc_fabrika_bandit]
ignore_distance = 70

[logic@esc_fabrika_bandit_walker2]
active = walker2@esc_fabrika_bandit
combat_ignore = combat_ignore
danger = danger_condition@esc_fabrika_bandit

[walker2@esc_fabrika_bandit]
path_walk = day_walk2
path_look = day_look2
combat_ignore_cond = {=check_fighting(004)}


[logic@esc_fabrika_bandit_walker3]
active = walker3@esc_fabrika_bandit
combat_ignore = combat_ignore
danger = danger_condition@esc_fabrika_bandit

[walker3@esc_fabrika_bandit]
path_walk = day_walk3
path_look = day_look3
def_state_moving = raid
def_state_moving_fire = raid_fire
def_state_campering = threat
def_state_campering_fire = threat_fire
combat_ignore_cond = {=check_fighting(004)}


;[logic@esc_fabrika_bandit_walker4]
;active = walker4@esc_fabrika_bandit
;combat_ignore = combat_ignore

;[walker4@esc_fabrika_bandit]
;path_walk = day_walk4
;path_look = day_look4
;combat_ignore_cond = {=check_fighting(004)}


[logic@esc_fabrika_bandit_walker4]
active = walker4@esc_fabrika_bandit
combat_ignore = combat_ignore
danger = danger_condition@esc_fabrika_bandit

[walker4@esc_fabrika_bandit]
path_walk = day_walk4
path_look = day_look4
combat_ignore_cond = {=check_fighting(004)}
on_info = {+esc_prison} remark4@esc_fabrika_bandit

[remark4@esc_fabrika_bandit]
anim = sit
target = 004
snd = esc_bandit_shustryi
on_signal = sound_end| remark5@esc_fabrika_bandit
combat_ignore_cond = {=check_fighting(004)}
on_info = {-esc_prison} walker4@esc_fabrika_bandit

[remark5@esc_fabrika_bandit]
anim = sit
target = 004
on_timer = 10000| remark4@esc_fabrika_bandit
combat_ignore_cond = {=check_fighting(004)}
on_info = {-esc_prison} walker4@esc_fabrika_bandit


[logic@esc_fabrika_bandit_kamp]
active = kamp@esc_fabrika_bandit
combat_ignore = combat_ignore
danger = danger_condition@esc_fabrika_bandit

[kamp@esc_fabrika_bandit]
center_point = camp_center
;path_walk = camp_center_task
soundgroup = esc_bandits_factory
combat_ignore_cond = {=check_fighting(004)}


[camper@esc_fabrika_bandit_walker1]
active = walker11@esc_fabrika_bandit
combat_ignore = combat_ignore

[walker11@esc_fabrika_bandit]
path_walk = day_alarm_walk1
path_look = day_alarm_look1
combat_ignore_cond = {=check_fighting(004)}


[camper@esc_fabrika_bandit_walker2]
active = walker22@esc_fabrika_bandit
combat_ignore = combat_ignore

[walker22@esc_fabrika_bandit]
path_walk = day_alarm_walk2
path_look = day_alarm_look2
combat_ignore_cond = {=check_fighting(004)}


[camper@esc_fabrika_bandit_walker3]
active = walker33@esc_fabrika_bandit
combat_ignore = combat_ignore

[walker33@esc_fabrika_bandit]
path_walk = day_alarm_walk3
path_look = day_alarm_look3
combat_ignore_cond = {=check_fighting(004)}


[camper@esc_fabrika_bandit_walker4]
active = walker44@esc_fabrika_bandit
combat_ignore = combat_ignore

[walker44@esc_fabrika_bandit]
path_walk = day_alarm_walk4
path_look = day_alarm_look4
combat_ignore_cond = {=check_fighting(004)}


[camper@esc_fabrika_bandit_walker5]
active = walker55@esc_fabrika_bandit
combat_ignore = combat_ignore

[walker55@esc_fabrika_bandit]
path_walk = day_alarm_walk5
path_look = day_alarm_look5
combat_ignore_cond = {=check_fighting(004)}


[camper@esc_fabrika_bandit_walker6]
active = walker66@esc_fabrika_bandit
combat_ignore = combat_ignore

[walker66@esc_fabrika_bandit]
path_walk = day_alarm_walk6
path_look = day_alarm_look6
combat_ignore_cond = {=check_fighting(004)}


[camper@esc_fabrika_bandit_walker7]
active = walker7@esc_fabrika_bandit
combat_ignore = combat_ignore

[walker7@esc_fabrika_bandit]
path_walk = day_night_sniper_walk
path_look = day_night_sniper_look
combat_ignore_cond = {=check_fighting(004)}



;-----------------------------------
;----- Soldiers on the bridge ------
;-----------------------------------

[logic@esc_bridge_post1]
active = walker@esc_bridge_post1
combat_ignore = combat_ignore@esc_bridge
on_hit = hit@soldier
on_death = death@soldier

[walker@esc_bridge_post1]
path_walk = post1_walk
path_look = post1_look
combat_ignore_cond = {-esc_bridge_pass_fire =fighting_actor =is_alive(032)}


[logic@esc_bridge_post2]
active = walker@esc_bridge_post2
combat_ignore = combat_ignore@esc_bridge
on_hit = hit@soldier
on_death = death@soldier_kuzn

[walker@esc_bridge_post2]
path_walk = post2_walk
path_look = post2_look
meet = meet@sold_zoneguard
combat_ignore_cond = {-esc_bridge_pass_fire =fighting_actor =is_alive(032)}
on_actor_dist_le_nvis = 35 | remark@esc_bridge_post2_1
on_info = {+esc_bridge_pass_fire} walker3@esc_bridge_post2

[remark@esc_bridge_post2_1]
anim = guard
target = actor
on_actor_dist_le_nvis = 20 | remark@esc_bridge_post2
combat_ignore_cond = {-esc_bridge_pass_fire =fighting_actor =is_alive(032)}
on_info = {+esc_bridge_pass_fire} walker3@esc_bridge_post2

[remark@esc_bridge_post2]
anim = guard
target = actor
snd = esc_bridge_soldiers
on_signal = sound_end| walker2@esc_bridge_post2
combat_ignore_cond = {-esc_bridge_pass_fire =fighting_actor =is_alive(032)}

[walker2@esc_bridge_post2]
path_walk = post2_walk
path_look = post2_look
meet = meet@sold_zoneguard
combat_ignore_cond = {-esc_bridge_pass_fire =fighting_actor =is_alive(032)}

[walker3@esc_bridge_post2]
path_walk = post2_walk
path_look = post2_look
combat_ignore_cond = {-esc_bridge_pass_fire =fighting_actor =is_alive(032)}


[logic@esc_bridge_post3]
active = walker@esc_bridge_post3
combat_ignore = combat_ignore@esc_bridge
on_hit = hit@soldier
on_death = death@soldier

[walker@esc_bridge_post3]
path_walk = post3_walk
path_look = post3_look
combat_ignore_cond = {-esc_bridge_pass_fire =fighting_actor =is_alive(032)}
on_info = {+esc_bridge_pass_fire} walker@esc_bridge_post3_fire %=bar_arena_hit%

[walker@esc_bridge_post3_fire]
path_walk = post3_walk
path_look = post3_look
on_info = {-esc_bridge_pass_fire} walker@esc_bridge_post3

[logic@esc_bridge_post4]
active = walker@esc_bridge_post4
combat_ignore = combat_ignore@esc_bridge
on_hit = hit@soldier
on_death = death@soldier

[walker@esc_bridge_post4]
path_walk = post4_walk
path_look = post4_look
meet = meet@sold_zoneguard
combat_ignore_cond = {-esc_bridge_pass_fire =fighting_actor =is_alive(032)}
on_info = {+esc_bridge_pass_fire} walker2@esc_bridge_post4 %=bar_arena_hit%

[walker2@esc_bridge_post4]
path_walk = post4_walk
path_look = post4_look
on_info = {-esc_bridge_pass_fire} walker@esc_bridge_post4


[logic@esc_bridge_post5]
active = walker@esc_bridge_post5
on_hit = hit@soldier
on_death = death@soldier
combat_ignore = combat_ignore@esc_bridge

[walker@esc_bridge_post5]
path_walk = post5_walk
path_look = post5_look
combat_ignore_cond = {-esc_bridge_pass_fire =fighting_actor =is_alive(032)}


[logic@esc_bridge_post6]
active = walker@esc_bridge_post6
combat_ignore = combat_ignore@esc_bridge
on_hit = hit@soldier
on_death = death@soldier

; nv160112 correct remark@esc_bridge_post2 per castl
[walker@esc_bridge_post6]
path_walk = post6_walk
path_look = post6_look
meet = meet@sold_zoneguard
combat_ignore_cond = {-esc_bridge_pass_fire =fighting_actor =is_alive(032)}
on_actor_dist_le = 25| remark@esc_bridge_post6
on_info = {+esc_bridge_pass_fire} walker3@esc_bridge_post6

[remark@esc_bridge_post6]
anim = guard
target = actor
snd = esc_bridge_soldiers
on_signal = sound_end| walker2@esc_bridge_post6
combat_ignore_cond = {-esc_bridge_pass_fire =fighting_actor =is_alive(032)}

[walker2@esc_bridge_post6]
path_walk = post6_walk
path_look = post6_look
meet = meet@sold_zoneguard
combat_ignore_cond = {-esc_bridge_pass_fire =fighting_actor =is_alive(032)}

[walker3@esc_bridge_post6]
path_walk = post6_walk
path_look = post6_look
combat_ignore_cond = {-esc_bridge_pass_fire =fighting_actor =is_alive(032)}

[logic@esc_bridge_kamp1]
active = kamp@esc_bridge_post1
combat_ignore = combat_ignore@esc_bridge

[kamp@esc_bridge_post1]
center_point = kamp_point
path_walk = kamp_point_task
soundgroup = esc_bridge_soldiers
combat_ignore_cond = {-esc_bridge_pass_fire =fighting_actor =is_alive(032)}


[logic@esc_bridge_kamp3]
active = kamp@esc_bridge_post3
combat_ignore = combat_ignore@esc_bridge

[kamp@esc_bridge_post3]
center_point = kamp_point
path_walk = kamp_point_task
soundgroup = esc_bridge_soldiers
combat_ignore_cond = {-esc_bridge_pass_fire =fighting_actor =is_alive(032)}


[logic@esc_bridge_kamp4]
active = kamp@esc_bridge_post4
combat_ignore = combat_ignore@esc_bridge

[kamp@esc_bridge_post4]
center_point = kamp_point
path_walk = kamp_point_task
soundgroup = esc_bridge_soldiers
combat_ignore_cond = {-esc_bridge_pass_fire =fighting_actor =is_alive(032)}


[logic@esc_bridge_patrol]
active = walker@esc_bridge_patrol
combat_ignore = combat_ignore@esc_bridge

[walker@esc_bridge_patrol]
path_walk = patrol_walk
path_look = patrol_look
combat_ignore_cond = {-esc_bridge_pass_fire =fighting_actor =is_alive(032)}


[meet@sold_zoneguard]
meet_state 		= 30| {+esc_bridge_pass_on} guard, guard@ {+esc_bridge_pass_on} talk_hello, wait
meet_state_wpn 	= 30| {+esc_bridge_pass_on} guard, guard@ {+esc_bridge_pass_on} talk_hello, wait
victim 			= 30| actor
victim_wpn 		= 30| actor
use			= true
use_wpn		= true
;zone			= esc_bridge_kill_zone|{-esc_bridge_pass_on} true@ {-esc_bridge_pass_on} esc_bridge_soldiers
meet_dialog		= esc_bridge_soldiers_start
precond = visibility

[combat_ignore@esc_bridge]
combat_ignore_cond = {-esc_bridge_pass_fire =fighting_actor}

[hit@soldier]
on_info = {=hit_by_actor} %+esc_bridge_pass_fire%

[death@soldier]
on_info = {=killed_by_actor} %+esc_bridge_pass_fire%

[death@soldier_kuzn]
on_info = {=killed_by_actor} %+esc_bridge_pass_fire%


;-------------------------------
;---------- Killers ------------
;-------------------------------
[logic@esc_killer_leader_raid]
active = walker@esc_killer_leader_raid
on_hit = hit@killers
on_death = death@killers
combat_ignore = combat_ignore

[walker@esc_killer_leader_raid]
path_walk = raid1_walk
path_look = raid1_look
combat_ignore_cond = {-esc_open_killer_fire}
def_state_moving = patrol
team = killers
on_signal = fires| remark@esc_killer_leader_raid %=esc_direction_fire%

[remark@esc_killer_leader_raid]
snd = esc_lager_killer
anim = guard
on_timer = 15000| %+esc_open_lager_fire%
combat_ignore_cond = {-esc_open_killer_fire}



[logic@esc_killer1_raid]
active = patrol@esc_killer1_raid
on_hit = hit@killers
on_death = death@killers
combat_ignore = combat_ignore

[patrol@esc_killer1_raid]
path_walk = raid2_walk
path_look = raid2_look
combat_ignore_cond = {-esc_open_killer_fire}
formation = back
commander = true


[logic@esc_killer2_raid]
active = patrol@esc_killer2_raid
on_hit = hit@killers
on_death = death@killers
combat_ignore = combat_ignore

[patrol@esc_killer2_raid]
path_walk = raid3_walk
path_look = raid3_look
combat_ignore_cond = {-esc_open_killer_fire}
formation = back
commander = true


[logic@esc_killer3_raid]
active = walker@esc_killer3_raid
on_hit = hit@killers
on_death = death@killers
combat_ignore = combat_ignore

[walker@esc_killer3_raid]
path_walk = raid4_walk
path_look = raid4_look
combat_ignore_cond = {-esc_open_killer_fire}
def_state_moving = patrol


[logic@esc_killer4_raid]
active = walker@esc_killer4_raid
on_hit = hit@killers
on_death = death@killers
combat_ignore = combat_ignore

[walker@esc_killer4_raid]
path_walk = raid5_walk
path_look = raid5_look
combat_ignore_cond = {-esc_open_killer_fire}
def_state_moving = patrol


[logic@esc_killer5_raid]
active = walker@esc_killer5_raid
on_hit = hit@killers
on_death = death@killers
combat_ignore = combat_ignore

[walker@esc_killer5_raid]
path_walk = raid6_walk
path_look = raid6_look
combat_ignore_cond = {-esc_open_killer_fire}
def_state_moving = patrol


[logic@esc_killer1_follower]
active = patrol@esc_killer1_follower
on_hit = hit@killers
on_death = death@killers
combat_ignore = combat_ignore

[patrol@esc_killer1_follower]
formation = back
combat_ignore_cond = {-esc_open_killer_fire}
path_walk = raid2_walk


[logic@esc_killer2_follower]
active = patrol@esc_killer2_follower
on_hit = hit@killers
on_death = death@killers
combat_ignore = combat_ignore

[patrol@esc_killer2_follower]
combat_ignore_cond = {-esc_open_killer_fire}
path_walk = raid3_walk
formation = back


[logic@esc_killer_fight]
active = walker@esc_killers_fight

[walker@esc_killers_fight]
path_walk = lager_patrol


[logic@esc_killer_kamp]
active = kamp@esc_killer_kamp

[kamp@esc_killer_kamp]
center_point = kamp
path_walk = kamp_task
soundgroup = esc_killers



[logic@esc_killer_kamp_wait]
active = kamp@esc_killer_kamp_wait

[kamp@esc_killer_kamp_wait]
center_point = kamp_wait
soundgroup = esc_killers_wait
danger = danger_condition@esc_killers


[logic@esc_killer_kamp_guard1]
active = camper@esc_killer_kamp_guard1

[camper@esc_killer_kamp_guard1]
path_walk = kamp_guard_walk1
path_look = kamp_guard_look1
danger = danger_condition@esc_killers


[logic@esc_killer_kamp_guard2]
active = camper@esc_killer_kamp_guard2

[camper@esc_killer_kamp_guard2]
path_walk = kamp_guard_walk2
path_look = kamp_guard_look2
danger = danger_condition@esc_killers


[logic@esc_killer_kamp_guard3]
active = camper@esc_killer_kamp_guard3

[camper@esc_killer_kamp_guard3]
path_walk = kamp_guard_walk3
path_look = kamp_guard_look3
danger = danger_condition@esc_killers

[danger_condition@esc_killers]
ignore_distance_sound = 10




[logic@esc_killer_kamp_offline]
active = kamp@esc_killer_kamp_offline

[kamp@esc_killer_kamp_offline]
center_point = kamp_wait

;--------------------------
;-------- ЗАСАДА ----------
;--------------------------
[logic@esc_ambush1]
active = walker@esc_ambush1

[walker@esc_ambush1]
path_walk = walk1
path_look = look1


[logic@esc_ambush2]
active = walker@esc_ambush2

[walker@esc_ambush2]
path_walk = walk2
path_look = look2

;------------------------------
;------ Трупы у вагона --------
;------------------------------

[logic@esc_corps_wounded]
active = walker@wounded_esc_corps_wounded
on_death = death@esc_corps_wounded

[walker@wounded_esc_corps_wounded]
path_walk = esc_wounded_walk
path_look = esc_wounded_look
wounded = wounded@esc_corps_wounded_heavy
on_info = {+tutorial_wounded_help} remark@thanks_esc_corps_wounded
danger = danger_condition@tolik
meet = meet@esc_corps_wounded
on_info2 = {+esc_kill_bandits_quest_kill} %=hit_npc(esc_killers_kamp_wait:bip01_spine1:1000:0)%

[remark@thanks_esc_corps_wounded]
anim = wait
target = actor
snd = esc_tolik_thanks
;wounded = wounded@esc_corps_wounded
on_signal = sound_end| remark@wait_esc_corps_wounded %=run_tutorial_if_newbie(part_12_relations)%
danger = danger_condition@tolik
;meet = meet@friend
meet = no_meet
abuse = false
;on_info = %=run_tutorial_if_newbie(part_12_relations)%

[remark@wait_esc_corps_wounded]
anim = wait
target = actor
;wounded = wounded@esc_corps_wounded
danger = danger_condition@tolik
meet = meet@friend
abuse = false
on_timer = 60000| walker@to_lager_esc_corps_wounded %+tutorial_wounded_heal%

[walker@to_lager_esc_corps_wounded]
path_walk = esc_vagon_wounded_to_lager
path_look = esc_wounded_to_lager_look
on_signal = thanks| {-esc_wolf_dead} walker@to_gulag_esc_corps_wounded, %+esc_wounded_arrive%
meet = no_meet
;meet = meet@esc_corps_wounded
danger = danger_condition@tolik
abuse = false

[remark@esc_corps_wounded]
snd = esc_tolik_to_wolf
target = 006
anim = guard
on_signal = sound_end| walker@to_gulag_esc_corps_wounded
danger = danger_condition@tolik
meet = no_meet
abuse = false

[walker@to_gulag_esc_corps_wounded]
path_walk = esc_to_gulag
on_signal = wounded_arrive| %+esc_wounded_arrive%
on_info = %+esc_wounded_arrive%

[wounded@esc_corps_wounded_heavy]
hp_state = 35|wounded_heavy@help_heavy
hp_state_see = 35|wounded_heavy@esc_tolik_help
hp_victim = 35|nil
hp_cover = 35|false
hp_fight = 35|false
help_dialog = tutorial_wounded_give_medkit

[wounded@esc_corps_wounded]
hp_state = 100|wounded@wait
hp_state_see = 100|wounded@wait
hp_victim = 100|nil
hp_cover = 100|false
hp_fight = 100|false
help_dialog = tutorial_wounded_give_medkit

[meet@esc_corps_wounded]
meet_state		= 2|wait@wait
meet_state_wpn	= 2|wait@wait
victim			= 2|actor
victim_wpn		= 2|actor
use				= true
use_wpn			= true


[danger_condition@tolik]
ignore_distance = 0


[death@esc_corps_wounded]
on_info = {=killed_by_actor} %+tutorial_wounded_die%, %+tutorial_wounded_death%

;------------------------------
;------- Dogs to fox ----------
;------------------------------

[logic@esc_dogs_to_fox_home]
active = mob_home@esc_dogs_to_fox_home

[mob_home@esc_dogs_to_fox_home]
path_home = path1
home_min_radius = 15
home_max_radius = 30
aggressive_home
panic = 0


[logic@esc_dogs_to_fox]
active = mob_walker@esc_dogs_to_fox_home2

[mob_walker@esc_dogs_to_fox_home2]
path_walk = path2
; nv150303 attempt at delaying the dog attack just a tiny bit
; on_info = mob_walker@esc_dogs_to_fox_home3 %=esc_hit_from_fox%
on_timer = 15000| mob_walker@esc_dogs_to_fox_home3 %=esc_hit_from_fox%
panic = 0

[mob_walker@esc_dogs_to_fox_home3]
path_walk = path2
panic = 0

;------------------------------
;-------- Dogs swarm ----------
;------------------------------

[logic@esc_dogs_swarm1]
active = mob_home@esc_dogs_swarm1

[mob_home@esc_dogs_swarm1]
path_home = path1
home_min_radius = 30
home_max_radius = 50


[logic@esc_dogs_swarm2]
active = mob_home@esc_dogs_swarm1

[mob_home@esc_dogs_swarm2]
path_home = path2
home_min_radius = 30
home_max_radius = 50


[logic@esc_dogs_swarm3]
active = mob_home@esc_dogs_swarm3

[mob_home@esc_dogs_swarm3]
path_home = path3
home_min_radius = 30
home_max_radius = 50


;------------------------------
;-----Boars Dogs rush ---------
;------------------------------

[logic@esc_boars_dogs]
active = mob_home@esc_boars_dogs

[mob_home@esc_boars_dogs]
path_home = home_point
home_min_radius = 45
home_max_radius = 70


[logic@esc_boars_dogs_old]
active = mob_home@esc_boars_dogs_2

[mob_home@esc_boars_dogs_2]
path_home = home_2
home_min_radius = 15
home_max_radius = 20


; nv160801 not used in vanilla
; ;----------------------------
; ;------ zombie_1 ------------
; ;----------------------------

; [logic@esc_zombie_1_fd]
; active = mob_fake_death@esc_zombie_1_fd
; on_hit = hit@zombie

; [mob_fake_death@esc_zombie_1_fd]
; on_info = {+esc_zombie_rise2} mob_home@esc_zombie_1_fd
; path_home = home_point_1

; [mob_home@esc_zombie_1_fd]
; path_home = home_point
; home_min_radius = 20
; home_max_radius = 35

; [hit@zombie]
; on_info = %+esc_zombie_rise2%


; [logic@esc_zombie_2_fd]
; active = mob_fake_death@esc_zombie_2_fd
; on_hit = hit@zombie

; [mob_fake_death@esc_zombie_2_fd]
; on_info = {+esc_zombie_rise2} mob_home@esc_zombie_1_fd
; path_home = home_point_2


; [logic@esc_zombie_3_fd]
; active = mob_fake_death@esc_zombie_2_fd
; on_hit = hit@zombie

; [mob_fake_death@esc_zombie_3_fd]
; on_info = {+esc_zombie_rise2} mob_home@esc_zombie_1_fd
; path_home = home_point_3


; [logic@esc_zombie_4_fd]
; active = mob_fake_death@esc_zombie_4_fd
; on_hit = hit@zombie

; [mob_fake_death@esc_zombie_4_fd]
; on_info = {+esc_zombie_rise2} mob_home@esc_zombie_1_fd
; path_home = home_point_4


; [logic@esc_zombie_5_fd]
; active = mob_fake_death@esc_zombie_5_fd
; on_hit = hit@zombie

; [mob_fake_death@esc_zombie_5_fd]
; on_info = {+esc_zombie_rise2} mob_home@esc_zombie_1_fd
; path_home = home_point_5


; [logic@esc_zombie_6_fd]
; active = mob_fake_death@esc_zombie_6_fd
; on_hit = hit@zombie

; [mob_fake_death@esc_zombie_6_fd]
; on_info = {+esc_zombie_rise2} mob_home@esc_zombie_1_fd
; path_home = home_point_6


; ;--------------------------
; ;------- zombie2 ----------
; ;--------------------------
; [logic@esc_zombie_2_home]
; active = mob_home@esc_zombie_2_home

; [mob_home@esc_zombie_2_home]
; path_home = home
; home_min_radius = 60
; home_max_radius = 90


; [logic@esc_zombie_2_home2]
; active = mob_home@esc_zombie_2_home2

; [mob_home@esc_zombie_2_home2]
; path_home = home2
; home_min_radius = 60
; home_max_radius = 90


; [logic@esc_zombie_2_home3]
; active = mob_home@esc_zombie_2_home3

; [mob_home@esc_zombie_2_home3]
; path_home = home3
; home_min_radius = 60
; home_max_radius = 90

; [logic@esc_zombie_2_home4]
; active = mob_home@esc_zombie_2_home4

; [mob_home@esc_zombie_2_home4]
; path_home = home4
; home_min_radius = 60
; home_max_radius = 90


;-------------------------
;------- Flesh 1 ---------
;-------------------------
[logic@esc_flesh_1_camp]
active = mob_camp@esc_flesh_1_camp

[mob_camp@esc_flesh_1_camp]
path_look = look
path_home = walk
time_change_point = 60000
home_min_radius = 15
home_max_radius = 30


;--------------------------
;------ Bridge Boars ------
;--------------------------
[logic@esc_bridge_boar]
active = mob_home@esc_bridge_boar

[mob_home@esc_bridge_boar]
path_home = path1
home_min_radius = 20
home_max_radius = 40

;--------------------------
;------ Small Homes ------
;--------------------------
[logic@esc_small_home1]
active = mob_home@esc_small_home1

[mob_home@esc_small_home1]
path_home = home
home_min_radius = 20
home_max_radius = 40


[logic@esc_small_home2]
active = mob_home@esc_small_home2

[mob_home@esc_small_home2]
path_home = home
home_min_radius = 20
home_max_radius = 40


[logic@esc_small_home3]
active = mob_home@esc_small_home3

[mob_home@esc_small_home3]
path_home = home
home_min_radius = 20
home_max_radius = 40


[logic@esc_small_home4]
active = mob_home@esc_small_home4

[mob_home@esc_small_home4]
path_home = home
home_min_radius = 10
home_max_radius = 20


[logic@esc_small_home5]
active = mob_home@esc_small_home5

[mob_home@esc_small_home5]
path_home = home
home_min_radius = 20
home_max_radius = 40


[logic@esc_small_home6]
active = mob_home@esc_small_home6

[mob_home@esc_small_home6]
path_home = home
home_min_radius = 20
home_max_radius = 40

;-------------------------
;------- Flesh 2 ---------
;-------------------------
[logic@esc_flesh_2_camp]
active = mob_camp@esc_flesh_2_camp

[mob_camp@esc_flesh_2_camp]
path_look = look
path_home = walk
time_change_point = 60000
home_min_radius = 15
home_max_radius = 30


;------------------------
;--- Атака на Фабрику ---
;------------------------

[logic@esc_assault1]
active = walker@esc_assault1
on_hit = hit@esc_assault1
on_death = death@esc_assault1
combat_ignore = combat_ignore

[hit@esc_assault1]
on_info = %+esc_assault_start%

[death@esc_assault1]
on_info = %+esc_assault_start%

[death@petruha_friend]
on_info = %+esc_petruha_friend_die%

[walker@esc_assault1]
path_walk = walk_wait1
path_look = look_wait1
on_info = {+esc_bandits_start -esc_report_send} walker@esc_assault1_wait
danger = danger_condition@esc_assault
; nv090213 enable trade with Petruha's buddies
;meet = no_meet
meet = meet@neutral
;nv - 080201 show stalker on HUD
;show_spot = false 

[walker@esc_assault1_wait]
path_walk = walk_syn2
path_look = look_syn2
on_info = {+esc_bandits_assault} patrol@esc_assault1
on_signal = run| patrol@esc_assault1 %+esc_bandits_assault%
meet = no_meet

[patrol@esc_assault1]
path_walk = escape_factory_way1
path_look = escape_factory_look1
formation = back
combat_ignore_cond = {-esc_assault_start}
meet = no_meet
;danger = danger_condition@esc_assault



[logic@esc_assault2]
active = walker@esc_assault2
on_hit = hit@esc_assault1
on_death = death@petruha_friend
combat_ignore = combat_ignore

[walker@esc_assault2]
path_walk = walk_wait2
path_look = look_wait2
danger = danger_condition@esc_assault
on_info = {+esc_bandits_start -esc_report_send} walker@esc_assault2_wait
; nv090213 enable trade with Petruha's buddies
;meet = no_meet
meet = meet@neutral
;nv - 080201 show stalker on HUD
;show_spot = false 

[walker@esc_assault2_wait]
path_walk = walk_syn2
path_look = look_syn2
on_signal = run| patrol@esc_assault2 %+esc_bandits_assault%
on_info = {+esc_bandits_assault} patrol@esc_assault2
meet = no_meet

[patrol@esc_assault2]
path_walk = escape_factory_way1
path_look = escape_factory_look1
formation = back
combat_ignore_cond = {-esc_assault_start}
meet = no_meet
;danger = danger_condition@esc_assault


[logic@esc_assault3]
active = walker1@esc_assault3
on_hit = hit@esc_assault1
on_death = death@esc_assault3
combat_ignore = combat_ignore

[death@esc_assault3]
on_info = %+esc_assault_start +esc_petruha_die%

[walker1@esc_assault3]
path_walk = escape_btr_path1
path_look = escape_btr_look1
; nv100828 keep Petruha quiet after raid
on_actor_dist_le_nvis = 10| {+escape_factory_assault_say_hello} remark@talk_esc_assault, remark@call_esc_assault3
meet = no_meet
danger = danger_condition@esc_assault
wounded = wounded@petruha

[remark@call_esc_assault3]
anim = guard
snd = esc_petruha_call
target = actor
on_signal = sound_end| remark@talk_esc_assault 
meet = no_meet
wounded = wounded@petruha
on_info = {+esc_bandits_start} remark@kamp_esc_assault3 %=smart_terrain_force_update(esc_assault)%

[remark@talk_esc_assault]
anim = guard
target = actor
on_info = {-esc_report_send +esc_bandits_start} remark@kamp_esc_assault3 %=smart_terrain_force_update(esc_assault)%
meet = meet@attacker
wounded = wounded@petruha

[remark@kamp_esc_assault3]
anim = guard
snd = esc_factory_raid
on_signal = sound_end| walker@wait_esc_assault 
target = actor
meet = no_meet
wounded = wounded@petruha

[walker@wait_esc_assault]
path_walk = escape_btr_path1
path_look = look_syn3
;on_signal = run| patrol@esc_assault3 %+esc_bandits_assault%
on_info = {+esc_bandits_assault} patrol@esc_assault3
meet = no_meet
wounded = wounded@petruha


[patrol@esc_assault3]
path_walk = escape_factory_way1
path_look = escape_factory_look1
commander = true
formation = back
on_signal = assault_start| %+esc_assault_start%
combat_ignore_cond = {-esc_assault_start}
meet = no_meet
wounded = wounded@petruha

[wounded@petruha]
hp_state        = 0|wounded_heavy@help_heavy
hp_state_see    = 0|wounded_heavy@help_heavy
hp_victim       = 0|nil
hp_fight        = 0|false
hp_cover        = 0|false

[logic@esc_assault_fight1]
active = walker@esc_assault_fight1

[walker@esc_assault_fight1]
path_walk = final3
path_look = final3_look
meet = no_meet
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault


[logic@esc_assault_fight2]
active = walker@esc_assault_fight2
on_death = death@petruha_friend

[walker@esc_assault_fight2]
path_walk = final2
path_look = final2_look
meet = no_meet
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault


[logic@esc_assault_fight3]
active = walker@esc_assault_fight3
on_death = death@esc_assault3

[walker@esc_assault_fight3]
path_walk = final1
path_look = final1_look
meet = no_meet
wounded = wounded@petruha
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault


[logic@esc_assault_home1]
active = kamp@esc_assault_home1

[kamp@esc_assault_home1]
center_point = kamp_center1
on_info = {+esc_petruha_friend_die +esc_petruha_die -esc_petruha_report2 -esc_report_send} remark@esc_assault_home1

[remark@esc_assault_home1]
path_walk = escape_factory_return_path
anim = guard_rac
meet = no_meet
on_actor_dist_le_nvis = 20 | remark@esc_assault_home11
on_actor_dist_ge_nvis = 20 | remark@esc_assault_home11 %+esc_petruha_report2%

[remark@esc_assault_home11]
path_walk = escape_factory_return_path
anim = guard_rac
snd = esc_petruha_raport
on_signal = sound_end| kamp@esc_assault_home1 %+esc_report_send%
meet = no_meet
tips = tip_petruha_report
danger = danger_condition@esc_assault


[logic@esc_assault_home2]
active = kamp@esc_assault_home2
on_death = death@petruha_friend

[kamp@esc_assault_home2]
center_point = kamp_center1
; nv120216 fix remark@esc_assault_home1 typo
on_info = {+esc_petruha_die -esc_petruha_report2 -esc_report_send} remark@esc_assault_home2

[remark@esc_assault_home2]
path_walk = escape_factory_return_path
anim = guard_rac
meet = no_meet
on_actor_dist_le_nvis = 20 | remark@esc_assault_home22
on_actor_dist_ge_nvis = 20 | remark@esc_assault_home22 %+esc_petruha_report2%

[remark@esc_assault_home22]
path_walk = escape_factory_return_path
anim = guard_rac
snd = esc_petruha_raport
; nv120216 fix kamp@esc_assault_home1 typo
on_signal = sound_end| kamp@esc_assault_home2 %+esc_report_send%
meet = no_meet
tips = tip_petruha_report
danger = danger_condition@esc_assault

[logic@esc_assault_home_leader]
; nv120216 force skip of Wolf report if logic repeats
active = walker@esc_assault_home
on_death = death@esc_assault3

[walker@esc_assault_home]
path_walk = escape_factory_return_path
on_info = {+esc_report_send} kamp@esc_assault_home_leader
on_info2 = {-esc_report_send} remark@esc_assault_home

[remark@esc_assault_home]
path_walk = escape_factory_return_path
anim = guard_rac
snd = esc_petruha_raport
; nv120207 prevent future repeat of report to Wolf per Lijenstina
on_signal = sound_end| kamp@esc_assault_home_leader %+esc_report_send%
meet = no_meet
tips = tip_petruha_report
wounded = wounded@petruha
danger = danger_condition@esc_assault

[kamp@esc_assault_home_leader]
center_point = kamp_center1
meet = meet@friend
wounded = wounded@petruha


[logic@esc_assault_kamp]
active = kamp@esc_assault_kamp

[kamp@esc_assault_kamp]
center_point = kamp_center1
meet = meet@friend

[danger_condition@esc_assault]
;ignore_distance_sound = 10
ignore_distance = 0

[meet@attacker]
meet_state	= 5|guard@wait
meet_state_wpn	= 5|guard@wait
victim		= 5|actor
victim_wpn	= 5|actor
use		= true
use_wpn		= true
meet_dialog	= escape_factory_assault_start

;---------------------------------
;-------- Лагерь у Лиса ----------
;---------------------------------

[logic@esc_stalker_camp_provodnik]
active = kamp@esc_stalker_camp_provodnik

[kamp@esc_stalker_camp_provodnik]
center_point = camp_point
; this is the kamp used by Fox and Guide - shares campfire with esc2_st_fox_place_kamp_1
; take spots of inside half to southeast - 5, 6, 7, 8 sum[2^(n-1)] = 1+2+4+8 for spots not available (1-4)
avoid_pos=15
path_walk = camp_point_task
meet = meet@neutral



[logic@esc_stalker_fox]
active = walker@esc_stalker_fox
on_death = death@esc_stalker_fox

[walker@esc_stalker_fox]
path_walk = esc_wounded_fox_walk
path_look = esc_wounded_fox_look
wounded = wounded@esc_stalker_fox
meet = no_meet
danger = danger_condition@shustryi
; nv170823 fix incompatibility with 1.09 xr_kamp.script
on_info = {+escape_fox_heal -escape_stalker_done} remark@esc_stalker_fox
on_info2 = {+escape_stalker_dog_die} kamp@esc_stalker_fox
on_actor_in_zone = esc_ambush_out_restrictor| remark@esc_stalker_fox %=hit_npc(esc_stalker_camp_camp_point:bip01_spine1:1000:0)%

[remark@esc_stalker_fox]
anim = guard
target = actor
meet = meet@esc_stalker_fox_2
on_info = {+escape_stalker_done !_used} camper@esc_stalker_fox
danger = danger_condition@fox


[camper@esc_stalker_fox]
path_walk = esc_fox_walk
path_look = esc_fox_look
on_info = {+escape_stalker_dog_die} remark@end_esc_stalker_fox
meet = no_meet

[remark@end_esc_stalker_fox]
snd = esc_fox_thanks
anim = guard
target = actor
on_signal = sound_end|kamp@esc_stalker_fox
; nv130218 precaution if sound_end signal missing
on_timer = 5000|kamp@esc_stalker_fox
meet = no_meet
danger = danger_condition@fox

[wounded@esc_stalker_fox]
hp_state = 30|help_me@help|29|wounded_heavy@help_heavy
hp_state_see = 30|wounded@help_see|29|wounded_heavy@help_heavy
psy_state = 50|{=best_pistol}psy_armed,psy_pain@wounded_psy|20| {=best_pistol}psy_shoot,psy_pain@{=best_pistol}wounded_psy_shoot,wounded_psy
hp_victim = 30|nil|10|nil
hp_cover = 30|true|29|false
hp_fight = 30|true|29|false
syndata = wounded@help
help_dialog = escape_fox_hello_dialog

[kamp@esc_stalker_fox]
center_point = esc_fox_kamp
path_walk = esc_fox_kamp_task
meet = meet@esc_stalker_fox
danger = danger_condition@fox

[death@esc_stalker_fox]
on_info = %+esc_dogs_return%


[danger_condition@fox]
ignore_distance = 20


[meet@esc_stalker_fox]
meet_state	= 3|wait@wait
meet_state_wpn	= 3|wait@wait
victim		= 3|actor
victim_wpn	= 3|actor
use		= true
use_wpn		= true
meet_dialog     = escape_fox_hello_dialog

[meet@esc_stalker_fox_2]
meet_state	= 3|guard@wait
meet_state_wpn	= 3|guard@wait
victim		= 3|actor
victim_wpn	= 3|actor
use		= true
use_wpn		= true
meet_dialog     = escape_fox_hello_dialog



; logic for Fox after Guide spawn
[logic@esc_stalker_camp1]
active = kamp@esc_stalker_camp1

[kamp@esc_stalker_camp1]
center_point = camp_point
; this is the kamp used by Fox and Guide - shares campfire with esc2_st_fox_place_kamp_1
; take spots of inside half to southeast - 5, 6, 7, 8 sum[2^(n-1)] = 1+2+4+8 for spots not available (1-4)
; only first one read is used to create the kamp
avoid_pos=15

; nv130128 these are not used in vanilla
; [logic@esc_stalker_camp2]
; active = kamp@esc_stalker_camp2

; [kamp@esc_stalker_camp2]
; center_point = camp_point


; [logic@esc_stalker_camp3]
; active = walker@esc_stalker_camp3

; [walker@esc_stalker_camp3]
; path_walk = walk
; path_look = look

