[logic@work1]
active = walker@work1
suitable = {+esc_mission_stalker_leader_complete -esc_mission_2_stalker_leader_complete} true
prior = 40

[walker@work1]
path_walk = story_military_1_walk
path_look = story_military_1_look

[logic@work2]
active = walker@work2
suitable = {+esc_mission_stalker_leader_complete -esc_mission_2_stalker_leader_complete} true
prior = 40

[walker@work2]
path_walk = story_military_2_walk
path_look = story_military_2_look

[logic@work3]
active = walker@work3
suitable = {+esc_mission_stalker_leader_complete -esc_mission_2_stalker_leader_complete} true
prior = 40

[walker@work3]
path_walk = story_military_3_walk
path_look = story_military_3_look

[logic@work4]
active = walker@work4
suitable = {+esc_mission_stalker_leader_complete -esc_mission_2_stalker_leader_complete} true
prior = 40

[walker@work4]
path_walk = story_military_4_walk
path_look = story_military_4_look
;out_restr = esc_out_restr_atp_1

[logic@work5]
active = walker@work5
suitable = {+esc_mission_stalker_leader_complete -esc_mission_2_stalker_leader_complete =check_npc_name(esc_military_general)} true
prior = 40

[walker@work5]
path_walk = story_military_5_walk
path_look = story_military_5_look
;out_restr = esc_out_restr_atp_1

[logic@work6]
active = walker@work6
suitable = {+esc_mission_stalker_leader_complete -esc_mission_2_stalker_leader_complete} true
prior = 40

[walker@work6]
path_walk = story_military_6_walk
path_look = story_military_6_look
;out_restr = esc_out_restr_atp_1

[logic@work7]
active = walker@work7
suitable = {+esc_mission_stalker_leader_complete -esc_mission_2_stalker_leader_complete} true
prior = 40

[walker@work7]
path_walk = story_military_7_walk
path_look = story_military_7_look
;out_restr = esc_out_restr_atp_1

[logic@work8]
active = walker@work8
suitable = {+esc_mission_stalker_leader_complete -esc_mission_2_stalker_leader_complete} true
prior = 40

[walker@work8]
path_walk = story_military_8_walk
path_look = story_military_8_look

[logic@work9]
active = walker@work9
suitable = {+esc_mission_stalker_leader_complete -esc_mission_2_stalker_leader_complete} true
prior = 40

[walker@work9]
path_walk = story_military_9_walk
path_look = story_military_9_look

[logic@work10]
active = smartcover@work10
suitable = {-esc_military_atp_smartcover_1 +esc_mission_stalker_leader_complete -esc_mission_2_stalker_leader_complete} true
on_death = death@work10
on_hit = hit@work10
prior = 100

[smartcover@work10]
path_walk = story_military_10_walk
path_look = story_military_10_look
cover_name = esc_smart_terrain_7_11_smartcover_65
loophole_name = lh_8
cover_state = fire_target
use_in_combat = true
on_info = {=actor_in_zone(esc_atp_smartcover_zone)} smartcover@work10 %+esc_military_atp_smartcover_1%
on_info2 = {=squad_in_zone(esc_smart_terrain_7_10_stalker_mission_squad:esc_atp_smartcover_zone)} smartcover@work10 %+esc_military_atp_smartcover_1%

[walker@work10]
path_walk = story_military_10_walk
path_look = story_military_10_look

[death@work10]
on_info = %+esc_military_atp_smartcover_1%

[hit@work10]
on_info = %+esc_military_atp_smartcover_1%

[logic@work11]
active = smartcover@work11
suitable = {-esc_military_atp_smartcover_2 +esc_mission_stalker_leader_complete -esc_mission_2_stalker_leader_complete} true
on_death = death@work11
on_hit = hit@work11
prior = 100

[smartcover@work11]
path_walk = story_military_11_walk
path_look = story_military_11_look
cover_name = esc_smart_terrain_7_11_smartcover_67
loophole_name = lh_8
cover_state = fire_target
use_in_combat = true
on_info = {=actor_in_zone(esc_atp_smartcover_zone)} smartcover@work11 %+esc_military_atp_smartcover_2%
on_info2 = {=squad_in_zone(esc_smart_terrain_7_10_stalker_mission_squad:esc_atp_smartcover_zone)} smartcover@work11 %+esc_military_atp_smartcover_2%

[death@work11]
on_info = %+esc_military_atp_smartcover_2%

[hit@work11]
on_info = %+esc_military_atp_smartcover_2%