[logic@work1]
active = walker@wait_actor_work1
suitable = {=check_npc_squad(red_stalker_artefact_hunters_1) +red_artefact_hunters_go2 -red_artefact_hunters_give_reward}
prior = 100
level_spot = quest_npc

[walker@wait_actor_work1]
path_walk = reward_walk
path_look = reward_look
on_info = {=dist_to_actor_le(15) -red_artefact_hunters_task_complete} remark@see_to_actor_work1, {=dist_to_actor_ge(10) +red_artefact_hunters_task_complete} %+red_artefact_hunters_give_reward%
meet = meet

[remark@see_to_actor_work1]
anim = hello_wpn
target = actor
meet = meet
on_info = {=dist_to_actor_ge(15)} walker@wait_actor_work1
on_info2 = {+red_artefact_hunters_task_complete} walker@wait_actor_work1

[meet]
meet_state = 10 | talk_default@nil 
;meet_state_wpn = 10 | backoff@meet_weapon_wait 
victim = 15 | actor
victim_wpn = 15 | actor
;zone = name| state@sound
use	= true
use_wpn	= false
meet_dialog = red_artefact_hunters_reward_dialog

;;;;;;;;;;;;;;;;;;;;;; artefact search ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[logic@artefact_work1]
active = walker@artefact_work1
suitable = {!is_smart_defending(red_smart_terrain_6_3) +red_artefact_hunters_give_reward +red_smart_6_3_init_artefact_search}
prior = 100

[walker@artefact_work1]
out_restr = red_anomal_place_resrt
path_walk = artefact_walker_1_walk
path_look = artefact_walker_1_look
meet = no_meet
on_signal = action | %-red_smart_6_3_init_artefact_search%

;;;;;;;;;;;;;;;;;;;; gigant work ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[logic@gigant_work1]
active = mob_home@wait
suitable = {=check_npc_squad(red_snork_attack_1)}
monster_job = true

[mob_home@wait]
path_home = gigant_home
home_min_radius = 25
home_max_radius = 50
on_info = {=hit_by_actor()} mob_home@agressive

[mob_home@agressive]
path_home = gigant_home
home_min_radius = 70
home_max_radius = 100
on_game_timer = 3000 | mob_home