[logic@work1]
active = walker@start_work1
suitable = {=check_npc_name(val_freedom_blockpost_guard_north_1)}

[walker@start_work1]
path_walk = blockpost_guard_walker_1_walk
path_look = blockpost_guard_walker_1_look
out_restr = val_smart_terrain_5_7_defence
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
meet = no_meet
on_info = {+val_talked_to_blockpost_leader_complete +gar_story_got_info_from_digger -val_reply_to_sos_done} walker@start_work1_1

[walker@start_work1_1]
path_walk = blockpost_guard_walker_1_walk
path_look = blockpost_guard_walker_1_look
out_restr = val_smart_terrain_5_7_defence
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
meet = no_meet
on_info = {+val_play_sound_gunfire_1_start} walker@start_work1_2

[walker@start_work1_2]
path_walk = blockpost_guard_walker_1_walk
path_look = blockpost_guard_walker_3_look
out_restr = val_smart_terrain_5_7_defence
def_state_moving1 = patrol
def_state_moving2 = patrol
def_state_moving3 = patrol
meet = no_meet
on_game_timer = 200 | walker@start_work1_3

[walker@start_work1_3]
path_walk = blockpost_guard_walker_1_walk
path_look = blockpost_guard_walker_1_look
out_restr = val_smart_terrain_5_7_defence
def_state_moving1 = patrol
def_state_moving2 = patrol
def_state_moving3 = patrol
meet = no_meet

;-----------------------Валкер2-------------
[logic@work2]
active = walker@start_work2
suitable = {=check_npc_name(val_freedom_blockpost_guard_north_2)}

[walker@start_work2]
path_walk = blockpost_guard_walker_2_walk
path_look = blockpost_guard_walker_2_look
out_restr = val_smart_terrain_5_7_defence
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
meet = no_meet
on_info = {+val_talked_to_blockpost_leader_complete +gar_story_got_info_from_digger -val_reply_to_sos_done} walker@start_work2_1

[walker@start_work2_1]
path_walk = blockpost_guard_walker_2_walk
path_look = blockpost_guard_walker_2_look
out_restr = val_smart_terrain_5_7_defence
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
meet = no_meet
on_info = {+val_play_sound_gunfire_1_start} walker@start_work2_2

[walker@start_work2_2]
path_walk = blockpost_guard_walker_2_walk
path_look = blockpost_guard_walker_4_look
out_restr = val_smart_terrain_5_7_defence
def_state_moving1 = patrol
def_state_moving2 = patrol
def_state_moving3 = patrol
meet = no_meet
on_game_timer = 200 | walker@start_work2_3

[walker@start_work2_3]
path_walk = blockpost_guard_walker_2_walk
path_look = blockpost_guard_walker_2_look
out_restr = val_smart_terrain_5_7_defence
def_state_moving1 = patrol
def_state_moving2 = patrol
def_state_moving3 = patrol
meet = no_meet


;------------Лидер блокпоста--------------
[logic@work3]
active = walker@start_work3
suitable = {=check_npc_name(val_freedom_blockpost_guard_leader_north)}

[walker@start_work3]
path_walk = blockpost_leader_walker_1_walk
path_look = blockpost_leader_walker_1_look
out_restr = val_smart_terrain_5_7_defence
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
meet = no_meet
on_info = {+val_play_sound_gunfire_1_start -val_reply_to_sos_done} remark
on_info2 = {+val_play_sound_gunfire_3_start -val_reply_to_sos_done} walker@start_work3_5

[remark]
anim = wait_rac
target = val_smart_terrain_5_7_blockpost_leader_walker_1_look,0
snd = val_freedom_blockpost_reply_sos_1
on_signal = sound_end  | remark@2
on_info = {+val_play_sound_gunfire_3_start} walker@start_work3_5
meet = no_meet

[remark@2]
anim = guard
target = actor
snd = val_freedom_blockpost_reply_sos
on_signal = sound_end  | walker@start_work3_2 %=give_inited_task(storyline:val_reply_to_sos:freedom)%
on_info = {+val_play_sound_gunfire_3_start} walker@start_work3_5
meet = no_meet

[walker@start_work3_2]
path_walk = blockpost_leader_walker_1_walk
path_look = blockpost_leader_walker_1_look
out_restr = val_smart_terrain_5_7_defence
def_state_moving1 = patrol
def_state_moving2 = patrol
def_state_moving3 = patrol
meet = no_meet
on_game_timer = 200 | walker@start_work3_4
on_info = {+val_play_sound_gunfire_3_start} walker@start_work3_5

[walker@start_work3_4]
out_restr = val_smart_terrain_5_7_defence
path_walk = blockpost_leader_walker_1_walk
path_look = blockpost_leader_walker_1_look
def_state_moving1 = patrol
def_state_moving2 = patrol
def_state_moving3 = patrol
meet = no_meet
on_info = {-val_come_to_deadblockpost_sound} remark@3
on_info2 = {+val_play_sound_gunfire_3_start} walker@start_work3_5

[remark@3]
anim = guard
target = actor
snd = val_freedom_blockpost_reply_sos_done
on_signal = sound_end  | walker@start_work3_5

[walker@start_work3_5]
out_restr = val_smart_terrain_5_7_defence
path_walk = blockpost_leader_walker_1_walk
path_look = blockpost_leader_walker_1_look
def_state_moving1 = patrol
def_state_moving2 = patrol
def_state_moving3 = patrol
meet = meet