[logic]
active = walker@hold
combat_ignore = combat_ignore
on_death = death
meet = meet

[walker@hold]
path_walk = agr_krot_hold_fake_walk
path_look = agr_krot_hold_fake_look
combat_ignore_cond = always
meet = meet@hold
on_info = {+agr_krot_skirmish_start} walker@combat

[meet@hold]
meet_state     = 5 | hide_na@speech1
meet_state_wpn = 5 | hide_na@speech1
victim = actor
victim_wpn = actor
use = true
use_wpn = true
meet_dialog = agr_krot_help

[walker@combat]
path_walk = agr_krot_hold_walk
path_look = agr_krot_hold_look
radius    = 5
on_info   = {=gulag_empty(agr_factory_hold)} %+agr_help_krot_done% walker@wait_after_hold

[walker@wait_after_hold]
path_walk = agr_krot_hold_walk
path_look = agr_krot_hold_look
meet = meet@wait_after_hold
on_actor_dist_le = 5 | %+agr_factory_spawn_spetsnaz% remark@thank

[meet@wait_after_hold]
meet_state     = 30 | hello@talk_hello
meet_state_wpn = 30 | hello@talk_hello
victim = 30 | actor
victim_wpn = 30 | actor

[remark@thank]
snd = speech
on_signal = sound_end | %+agr_krot_go_to_well% walker@go_to_well
no_danger = true
anim = idle

[walker@go_to_well]
path_walk = agr_krot_to_well_walk
def_state_moving1 = rush
on_signal = well | walker@well
danger = danger_condition

[danger_condition]
ignore_distance = 0

[walker@well]
path_walk = agr_krot_well_walk
path_look = agr_krot_well_look
meet = meet@well

[meet@well]
;meet_state     = 30 | hello@wait | 10 |
;meet_state_wpn = 30 | hello@wait
meet_state 		= 30 | hello@wait |20| wait@wait| 10| ward@wait
meet_state_wpn 	= 30 | hello@wait |20| threat@threat_weap
victim = 30 | actor
victim_wpn = 30 | actor
use = true
use_wpn = false
meet_dialog = agr_factory_krot_start


[death]
on_info = %+agr_krot_dead%
