[logic]
active = remark
meet = meet
on_hit = hit
relation = enemy
sympathy = 0
on_death = death

[walker]
path_walk = esc_voditel_walk
path_look = esc_voditel_look
on_info = {=actor_in_zone(esc_voditel_restrictor) -esc_voditel_talked} %=play_sound(esc_driver_treat)% remark
on_info2 = {+esc_driver_fight} walker@think
on_info3 = {+esc_actor_kill_driver} %=kill_npc%
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
meet = meet

[remark]
anim = wait
target = actor
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
meet = meet
on_info = {!actor_in_zone(esc_voditel_restrictor)} walker
on_info2 = {+esc_driver_fight} walker@think
on_info3 = {+esc_actor_kill_driver} %=kill_npc%

[walker@think]
path_walk = esc_voditel_walk
path_look = esc_voditel_look
meet = no_meet
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
on_game_timer = 20 | walker@fight
on_info = {+esc_actor_kill_driver} %=kill_npc%

[walker@fight]
path_walk = esc_voditel_walk
path_look = esc_voditel_look
meet = no_meet
on_info = {+esc_actor_kill_driver} %=kill_npc%

[hit]
on_info = %=play_sound(esc_driver_treat) +esc_actor_kill_driver%

[death]
on_info = %+esc_driver_dead%

[meet]
meet_state = 30| wait@nil| 20| wait@nil| 10| wait@nil
meet_state_wpn = 30| wait@esc_driver_treat
victim = 30| nil| 20| actor
victim_wpn = 30| nil| 20| actor
use	= true
use_wpn	= true
abuse = false
trade_enable = false