[logic]
active = walker@wait
level_spot = quest_npc

[walker@wait]
path_walk = esc_leader_stalkerbase_walk
path_look = esc_leader_stalkerbase_look
on_info = {+esc_mission_2_stalker_leader_complete -esc_com_tell_about_habar} walker@dopros
on_info2 = {=actor_enemy} walker@4
meet = meet
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
out_restr = esc_space_restrictor_in_restr_4

[smartcover@sit]
path_walk = esc_leader_stalkerbase_walk
path_look = esc_leader_stalkerbase_look
cover_name = esc_smart_cover_stalker_leader
loophole_name = lead_sit_sleep_write
cover_state = fire_target
on_info = {+esc_mission_2_stalker_leader_complete -esc_com_tell_about_habar} walker@dopros
meet = meet
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
out_restr = esc_space_restrictor_in_restr_4

[walker@dopros]
path_walk = esc_leader_dopros_walk
path_look = esc_leader_dopros_look
on_actor_in_zone = esc_space_restrictor_zak | walker@dopros_1
def_state_moving = sprint
meet = no_meet
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
out_restr = esc_space_restrictor_in_restr_1

[walker@dopros_1]
path_walk = esc_leader_dopros_walk
path_look = esc_leader_dopros_look
on_actor_dist_le_nvis = 3 | remark
def_state_moving = walk
meet = no_meet
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
out_restr = esc_space_restrictor_in_restr_1

[remark]
anim = ward
target = 409
on_info = %=play_sound(esc_jail_monologue:stalker:esc_leader_stalkerbase_name)% remark@wait
meet = no_meet
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
out_restr = esc_space_restrictor_in_restr_1

[remark@wait]
on_signal = sound_end | %+esc_com_tell_about_habar%
anim = ward
target = 409
on_info = {+esc_habar_mill_spawn} remark@wait1
on_info2 = {+esc_habar_tonnel_spawn} remark@wait1
on_info3 = {+esc_habar_podval_spawn} remark@wait1
meet = no_meet
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
out_restr = esc_space_restrictor_in_restr_1

[remark@wait1]
on_info = {+esc_prisoner_complete_dialog} remark@preend
anim = ward
target = 409
meet = no_meet
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
out_restr = esc_space_restrictor_in_restr_1

[remark@preend]
on_game_timer = 10 | %=play_sound(esc_habar_founded:stalker:agr_stalker_base_leader_name)% remark@end
anim = ward
target = actor
meet = no_meet
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
out_restr = esc_space_restrictor_in_restr_1

[remark@end]
anim = ward
target = actor
on_signal = sound_end | remark@end2
meet = no_meet
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
out_restr = esc_space_restrictor_in_restr_1

[remark@end2]
anim = ward
target = actor
meet = no_meet
on_game_timer = 30 | walker@2
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
out_restr = esc_space_restrictor_in_restr_1

[walker@2]
path_walk = esc_leader_stalkerbase_walk
path_look = esc_leader_stalkerbase_look
meet = meet
def_state_moving = walk
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
out_restr = esc_space_restrictor_in_restr_4
on_npc_not_in_zone = 408 | esc_space_restrictor_zak | walker@3

[walker@3]
path_walk = esc_leader_stalkerbase_walk
path_look = esc_leader_stalkerbase_look
meet = meet
on_info = {=actor_enemy} walker@4
def_state_moving = walk
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
out_restr = esc_space_restrictor_in_restr_4
on_info2 = %+esc_prisoner_dialog_2%
on_game_timer = 30 | walker@wait

[walker@4]
path_walk = esc_leader_stalkerbase_walk
path_look = esc_leader_stalkerbase_look
meet = no_meet
on_info = {!actor_enemy} walker@3
def_state_moving = walk
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
out_restr = esc_space_restrictor_in_restr_4
;on_info = %+esc_prisoner_dialog_2%
;on_game_timer = 30 | walker@wait

[meet]
meet_state	= 4| ward@nil
meet_state_wpn	= 4| ward@nil
meet_dialog = esc_leader_talk
victim 		= 4| actor
victim_wpn 	= 4| actor
use		= true
use_wpn		= true
abuse		= false
trade_enable 	= false
;sound_start = esc_stalker_leader_meet
;sound_stop 	= esc_stalker_leader_meet_bye
quest_npc = true