[logic@work1]
active = walker@enter_t_work1
suitable = {=check_npc_name(sim_default_stalker_)} true
meet = meet

[walker@enter_t_work1]
path_walk = grd_2_walk
path_look = grd_2_look
on_actor_in_zone = esc_space_restrictor_nasip_tonnel | remark@idle_t

[remark@idle_t]
anim = hello_wpn
target = actor
on_info = {+esc_actor_inside_traders_dung +esc_actor_inside_tonnel -esc_reach_stalker_base_complete} remark@yes_t_work1
on_info2 = {-esc_actor_inside_traders_dung} remark@no_t_work1 %=play_sound(esc_railroadpost_no:stalker)%

[remark@yes_t_work1]
anim = guard
target = actor
on_info = {+esc_actor_inside_tonnel_1 -esc_reach_stalker_base_complete} walker@last_t_work1 %=play_sound(esc_railroadpost_yes:stalker)%

[walker@last_t_work1]
path_walk = grd_2_walk
path_look = grd_2_look
meet = meet

[remark@no_t_work1]
target = actor
anim = backoff
snd = esc_railroadpost_no
on_actor_in_zone = esc_space_restrictor_nasip_tonnel_1 | walker@enter_t_work1 %=set_squad_goodwill(esc_smart_terrain_6_8_stalker_patrol:enemy) =set_squad_goodwill(esc_smart_terrain_6_8_stalker_sniper:enemy) =set_squad_goodwill(esc_smart_terrain_6_8_stalker:enemy) =set_squad_goodwill(esc_smart_terrain_4_8_stalker_2_squad:enemy)%
on_info = {=actor_out_zone(esc_space_restrictor_nasip_tonnel) =actor_out_zone(esc_space_restrictor_nasip_tonnel_1)} walker@enter_t_work1

[meet]
meet_state = 10| guard@meet_comander_start
meet_state_wpn = 15| backoff@meet_weapon_wait
victim = 30| actor| 20| actor
victim_wpn = 30| actor| 20| actor
use	= true
use_wpn = false
abuse = true