[dont_spawn_character_supplies]

[logic]
active = walker

[walker]
danger = danger_condition
combat_ignore_cond = true
path_walk = val_smart_terrain_freedom_comendant_walker_1_walk
path_look = val_smart_terrain_freedom_comendant_walker_1_look
faction = freedom
def_state_standing = wait
out_restr = val_out_restrictor_comendant
on_info = {+val_find_pda_done} %=destroy_object%
meet = meet@1

[danger_condition]
ignore_distance_corpse = 0
ignore_distance_hit = 0
ignore_distance_grenade = 0
ignore_distance_sound = 0

[meet@1]
meet_state = 3 | wait@nil
meet_state_wpn = 3 | wait@nil
use	= true
use_wpn = true
victim = 10 | actor
victim_wpn = 10 | actor
sound_start = val_freedom_comendant_meet
sound_stop 	= val_freedom_comendant_meet_bye
quest_npc = true