[logic]
take_items = false
active = walker
meet = meet
relation = enemy
sympathy = 0

[walker]
path_walk = military_zak_walk
path_look = military_zak_look
on_info5 = {+esc_mission_2_stalker_leader_complete} walker@defeated
on_info3 = {+esc_mission_military_eliminated_stalkerbase ~33} walker@base1, {+esc_mission_military_eliminated_stalkerbase ~33} walker@base2, {+esc_mission_military_eliminated_stalkerbase ~33} walker@base3
meet = no_meet
on_info4 = {=actor_in_zone(esc_space_restrictor_zak) -esc_mission_2_stalker_leader_complete +esc_stalker_leader_meet} walker@2
combat_ignore_cond = always
combat_ignore_keep_when_attacked = true
invulnerable = true
out_restr = esc_space_restrictor_in_restr_1
on_info2 = {-esc_comm_info} %=set_squad_goodwill_to_npc(esc_smart_terrain_5_7_stalker_2_squad_2:friend) =set_squad_goodwill_to_npc(esc_smart_terrain_5_7_stalker_2_squad:friend) +esc_comm_info%
on_info = {+esc_zak_habar_complete} walker@end1

[walker@2]
path_walk = military_zak_walk_2
path_look = military_zak_look_2
def_state_moving = walk
def_state_standing = wait
on_info = {+esc_mission_2_stalker_leader_complete} walker@defeated
on_info2 = {+esc_mission_military_eliminated_stalkerbase ~33} walker@base1, {+esc_mission_military_eliminated_stalkerbase ~33} walker@base2, {+esc_mission_military_eliminated_stalkerbase ~33} walker@base3
meet = meet
on_info3 = {!actor_in_zone(esc_space_restrictor_zak)} walker
combat_ignore_cond = always
combat_ignore_keep_when_attacked = true
invulnerable = true
out_restr = esc_space_restrictor_in_restr_1

[walker@defeated]
path_walk = military_zak_walk
path_look = military_zak_look
on_info = {+esc_com_tell_about_habar -esc_habar_mill_spawn ~33} remark@mill, {+esc_com_tell_about_habar -esc_habar_tonnel_spawn ~66} remark@tonnel, {+esc_com_tell_about_habar -esc_habar_podval_spawn} remark@podval
meet = no_meet
combat_ignore_cond = always
combat_ignore_keep_when_attacked = true
invulnerable = true
out_restr = esc_space_restrictor_in_restr_1

[remark@mill]
anim = wait_trade
on_game_timer = 10 | %=play_sound(esc_habar_location_1:army:esc_zak_stalkerbase_name) +esc_habar_mill_spawn +esc_zak_habar_complete% remark@end
meet = no_meet
target = 408
combat_ignore_cond = always
combat_ignore_keep_when_attacked = true
invulnerable = true
out_restr = esc_space_restrictor_in_restr_1

[remark@tonnel]
anim = wait_trade
on_game_timer = 10 | %=play_sound(esc_habar_location_2:army:esc_zak_stalkerbase_name) +esc_habar_tonnel_spawn +esc_zak_habar_complete% remark@end
meet = no_meet
target = 408
combat_ignore_cond = always
combat_ignore_keep_when_attacked = true
invulnerable = true
out_restr = esc_space_restrictor_in_restr_1

[remark@podval]
anim = wait_trade
on_game_timer = 10 | %=play_sound(esc_habar_location_3:army:esc_zak_stalkerbase_name) +esc_habar_podval_spawn +esc_zak_habar_complete% remark@end
meet = no_meet
target = 408
combat_ignore_cond = always
combat_ignore_keep_when_attacked = true
invulnerable = true
out_restr = esc_space_restrictor_in_restr_1

[remark@end]
anim = wait_trade
meet = no_meet
on_signal = sound_end | %+esc_prisoner_complete_dialog% walker@end
target = 408
combat_ignore_cond = always
combat_ignore_keep_when_attacked = true
invulnerable = true
out_restr = esc_space_restrictor_in_restr_1

[walker@end]
path_walk = military_zak_walk
path_look = military_zak_look
meet = no_meet
on_info = {+esc_prisoner_dialog_2} walker@end1
combat_ignore_cond = always
combat_ignore_keep_when_attacked = true
invulnerable = true
out_restr = esc_space_restrictor_in_restr_1

[walker@end1]
path_walk = military_zak_walk
path_look = military_zak_look
meet = meet
on_info = {=actor_in_zone(esc_space_restrictor_zak)} walker@end2
combat_ignore_cond = always
combat_ignore_keep_when_attacked = true
invulnerable = true
out_restr = esc_space_restrictor_in_restr_1

[walker@end2]
path_walk = military_zak_walk_2
path_look = military_zak_look_2
meet = meet
on_info = {!actor_in_zone(esc_space_restrictor_zak)} walker@end1
combat_ignore_cond = always
combat_ignore_keep_when_attacked = true
invulnerable = true
out_restr = esc_space_restrictor_in_restr_1

[walker@base1]
path_walk = way_base_commandor
on_info = nil %+esc_habar_mill_spawn%
combat_ignore_cond = always
combat_ignore_keep_when_attacked = true
invulnerable = true
out_restr = esc_space_restrictor_in_restr_1

[walker@base2]
path_walk = way_base_commandor
on_info = nil %+esc_habar_tonnel_spawn%
combat_ignore_cond = always
combat_ignore_keep_when_attacked = true
invulnerable = true
out_restr = esc_space_restrictor_in_restr_1

[walker@base3]
path_walk = way_base_commandor
on_info = nil %+esc_habar_podval_spawn%
combat_ignore_cond = always
combat_ignore_keep_when_attacked = true
invulnerable = true
out_restr = esc_space_restrictor_in_restr_1

[meet]
meet_state = 2|wait_trade
meet_state_wpn = 2|wait_trade
victim = 2|actor
victim_wpn = 2|actor
use	= true
use_wpn	= true
trade_enable = false
sound_start		= esc_military_prisoner_meet
sound_stop 		= esc_military_prisoner_meet_bye
quest_npc = true