[walker@generic]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
turn_on_campfire = false

[animpoint@bar_visitors_animp_gen]
reach_movement = walk_noweap
use_camp = false
meet = meet@bar_visitors_animpoint_meet
combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = true
invulnerable = {!actor_enemy} true, false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[animpoint@bar_visitors_animp_gen_reach]:animpoint@bar_visitors_animp_gen
combat_ignore_keep_when_attacked = false
invulnerable = false

[meet@bar_visitors_animpoint_meet]
close_snd_hello = {=check_npc_name(monolith)} nil, {=is_wounded} nil, {!is_squad_commander} nil, {=actor_enemy} nil, {=actor_has_weapon} meet_hide_weapon, meet_hello
close_snd_bye 	= {=check_npc_name(monolith)} nil, {=is_wounded} nil, {!is_squad_commander} nil, {=actor_enemy} nil, {=actor_has_weapon} nil, meet_hello
close_anim 		= nil
close_victim 	= nil
far_anim 		= nil
far_victim 		= nil
close_distance 	= 0
far_distance 	= 0
use = {=actor_enemy} false, {=dist_to_actor_le(3)} true, false
snd_on_use = {!dist_to_actor_le(3)} nil
meet_on_talking = false


[logic@bar_visitors_animp_01]
active = animpoint@bar_visitors_animp_01
suitable = {=npc_community(stalker)} true
prior = 60

[logic@bar_visitors_animp_02]
active = animpoint@bar_visitors_animp_02
suitable = {=npc_community(stalker)} true
prior = 60

[logic@bar_visitors_animp_03]
active = animpoint@bar_visitors_animp_03
suitable = {=npc_community(dolg)} true
prior = 60

[logic@bar_visitors_animp_04]
active = animpoint@bar_visitors_animp_04
suitable = {=npc_community(stalker)} true
prior = 60

[logic@bar_visitors_animp_05]
active = animpoint@bar_visitors_animp_05
suitable = {=npc_community(dolg)} true
prior = 60

[logic@bar_visitors_animp_06]
active = animpoint@bar_visitors_animp_06
suitable = {=npc_community(stalker)} true
prior = 60

[logic@bar_visitors_animp_07]
active = animpoint@bar_visitors_animp_07
suitable = {=npc_community(stalker)} true
prior = 60

[logic@bar_visitors_animp_08]
active = animpoint@bar_visitors_animp_08
suitable = {=npc_community(dolg)} true
prior = 60

[logic@bar_visitors_animp_09]
active = animpoint@bar_visitors_animp_09
suitable = {=npc_community(dolg)} true
prior = 60

[logic@bar_visitors_animp_10]
active = animpoint@bar_visitors_animp_10
suitable = {=npc_community(stalker)} true
prior = 60

[logic@bar_visitors_animp_11]
active = animpoint@bar_visitors_animp_11
suitable = {=npc_community(stalker)} true
prior = 60

[logic@bar_visitors_animp_12]
active = animpoint@bar_visitors_animp_12
suitable = {=npc_community(dolg)} true
prior = 60

[logic@bar_visitors_animp_13]
active = animpoint@bar_visitors_animp_13
suitable = {=npc_community(stalker)} true
prior = 60

[logic@bar_visitors_animp_14]
active = animpoint@bar_visitors_animp_14
suitable = {=npc_community(stalker)} true
prior = 60

[logic@bar_visitors_animp_15]
active = animpoint@bar_visitors_animp_15
suitable = {=npc_community(dolg)} true
prior = 60

[logic@bar_visitors_animp_16]
active = animpoint@bar_visitors_animp_16
suitable = {=npc_community(dolg)} true
prior = 60

[logic@bar_visitors_animp_17]
active = animpoint@bar_visitors_animp_17
suitable = {=npc_community(stalker)} true
prior = 60

[logic@bar_visitors_animp_18]
active = animpoint@bar_visitors_animp_18
suitable = {=npc_community(stalker)} true
prior = 60

[logic@bar_visitors_beh_trade_job_1]
active = beh@bar_visitors_beh_trade_job_1
suitable = {=npc_has_items_to_sell(bar_visitors) !surge_started} true
prior = 65

[beh@general]
meet = meet@bar_visitors_animpoint_meet
combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = true
invulnerable = {!actor_enemy} true, false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = guard
walk_anim = patrol
jog_anim = patrol
run_anim = rush
delay_anim = guard

[beh@bar_visitors_beh_trade_job_1]:beh@general
pt1 = 20000,choose | pos:135.85096740723,-4.8249821662903,20.686948776245 look:132.11878967285,-4.7589621543884,20.52367401123
pt2 = 9000,zat_b14_give_artefact_act | pos:135.85096740723,-4.8249821662903,20.686948776245 look:132.11878967285,-4.7589621543884,20.52367401123 sig:trade
pt3 = 15000,guard | pos:135.85096740723,-4.8249821662903,20.686948776245 look:132.11878967285,-4.7589621543884,20.52367401123
on_signal = trade | %=trade_job_sell_items%
path_end = loop



[animpoint@bar_visitors_animp_01]:animpoint@bar_visitors_animp_gen_reach
cover_name = bar_visitors_animp_01
use_camp = true
on_info = {=npc_in_zone(bar_no_weapon_zone)} animpoint@bar_visitors_animp_01_reached
on_info1 = {!npc_in_zone(bar_no_weapon_zone) !has_enemy} %=teleport_npc_lvid(36335)%

[animpoint@bar_visitors_animp_02]:animpoint@bar_visitors_animp_gen_reach
cover_name = bar_visitors_animp_02
on_info = {=npc_in_zone(bar_no_weapon_zone)} animpoint@bar_visitors_animp_02_reached
on_info1 = {!npc_in_zone(bar_no_weapon_zone) !has_enemy} %=teleport_npc_lvid(36335)%
use_camp = true

[animpoint@bar_visitors_animp_03]:animpoint@bar_visitors_animp_gen_reach
cover_name = bar_visitors_animp_03
on_info = {=npc_in_zone(bar_no_weapon_zone)} animpoint@bar_visitors_animp_03_reached
on_info1 = {!npc_in_zone(bar_no_weapon_zone) !has_enemy} %=teleport_npc_lvid(36335)%
use_camp = true

[animpoint@bar_visitors_animp_04]:animpoint@bar_visitors_animp_gen_reach
cover_name = bar_visitors_animp_04
on_info = {=npc_in_zone(bar_no_weapon_zone)} animpoint@bar_visitors_animp_04_reached
on_info1 = {!npc_in_zone(bar_no_weapon_zone) !has_enemy} %=teleport_npc_lvid(36335)%
use_camp = true

[animpoint@bar_visitors_animp_05]:animpoint@bar_visitors_animp_gen_reach
cover_name = bar_visitors_animp_05
on_info = {=npc_in_zone(bar_no_weapon_zone)} animpoint@bar_visitors_animp_05_reached
on_info1 = {!npc_in_zone(bar_no_weapon_zone) !has_enemy} %=teleport_npc_lvid(36335)%
use_camp = true

[animpoint@bar_visitors_animp_06]:animpoint@bar_visitors_animp_gen_reach
cover_name = bar_visitors_animp_06
on_info = {=npc_in_zone(bar_no_weapon_zone)} animpoint@bar_visitors_animp_06_reached
on_info1 = {!npc_in_zone(bar_no_weapon_zone) !has_enemy} %=teleport_npc_lvid(36335)%
use_camp = true

[animpoint@bar_visitors_animp_07]:animpoint@bar_visitors_animp_gen_reach
cover_name = bar_visitors_animp_07
on_info = {=npc_in_zone(bar_no_weapon_zone)} animpoint@bar_visitors_animp_07_reached
on_info1 = {!npc_in_zone(bar_no_weapon_zone) !has_enemy} %=teleport_npc_lvid(36335)%
use_camp = true

[animpoint@bar_visitors_animp_08]:animpoint@bar_visitors_animp_gen_reach
cover_name = bar_visitors_animp_08
on_info = {=npc_in_zone(bar_no_weapon_zone)} animpoint@bar_visitors_animp_08_reached
on_info1 = {!npc_in_zone(bar_no_weapon_zone) !has_enemy} %=teleport_npc_lvid(36335)%
use_camp = true

[animpoint@bar_visitors_animp_09]:animpoint@bar_visitors_animp_gen_reach
cover_name = bar_visitors_animp_09
on_info = {=npc_in_zone(bar_no_weapon_zone)} animpoint@bar_visitors_animp_09_reached
on_info1 = {!npc_in_zone(bar_no_weapon_zone) !has_enemy} %=teleport_npc_lvid(36335)%
use_camp = true

[animpoint@bar_visitors_animp_10]:animpoint@bar_visitors_animp_gen_reach
cover_name = bar_visitors_animp_10
on_info = {=npc_in_zone(bar_no_weapon_zone)} animpoint@bar_visitors_animp_10_reached
on_info1 = {!npc_in_zone(bar_no_weapon_zone) !has_enemy} %=teleport_npc_lvid(36335)%
use_camp = true

[animpoint@bar_visitors_animp_11]:animpoint@bar_visitors_animp_gen_reach
cover_name = bar_visitors_animp_11
on_info = {=npc_in_zone(bar_no_weapon_zone)} animpoint@bar_visitors_animp_11_reached
on_info1 = {!npc_in_zone(bar_no_weapon_zone) !has_enemy} %=teleport_npc_lvid(36335)%
use_camp = true

[animpoint@bar_visitors_animp_12]:animpoint@bar_visitors_animp_gen_reach
cover_name = bar_visitors_animp_12
use_camp = true
on_info = {=npc_in_zone(bar_no_weapon_zone)} animpoint@bar_visitors_animp_12_reached
on_info1 = {!npc_in_zone(bar_no_weapon_zone) !has_enemy} %=teleport_npc_lvid(36335)%

[animpoint@bar_visitors_animp_13]:animpoint@bar_visitors_animp_gen_reach
cover_name = bar_visitors_animp_13
use_camp = true
on_info = {=npc_in_zone(bar_no_weapon_zone)} animpoint@bar_visitors_animp_13_reached
on_info1 = {!npc_in_zone(bar_no_weapon_zone) !has_enemy} %=teleport_npc_lvid(36335)%

[animpoint@bar_visitors_animp_14]:animpoint@bar_visitors_animp_gen_reach
cover_name = bar_visitors_animp_14
use_camp = true
on_info = {=npc_in_zone(bar_no_weapon_zone)} animpoint@bar_visitors_animp_14_reached
on_info1 = {!npc_in_zone(bar_no_weapon_zone) !has_enemy} %=teleport_npc_lvid(36335)%

[animpoint@bar_visitors_animp_15]:animpoint@bar_visitors_animp_gen_reach
cover_name = bar_visitors_animp_15
use_camp = true
on_info = {=npc_in_zone(bar_no_weapon_zone)} animpoint@bar_visitors_animp_15_reached
on_info1 = {!npc_in_zone(bar_no_weapon_zone) !has_enemy} %=teleport_npc_lvid(36335)%

[animpoint@bar_visitors_animp_16]:animpoint@bar_visitors_animp_gen_reach
cover_name = bar_visitors_animp_16
use_camp = true
on_info = {=npc_in_zone(bar_no_weapon_zone)} animpoint@bar_visitors_animp_16_reached
on_info1 = {!npc_in_zone(bar_no_weapon_zone) !has_enemy} %=teleport_npc_lvid(36335)%

[animpoint@bar_visitors_animp_17]:animpoint@bar_visitors_animp_gen_reach
cover_name = bar_visitors_animp_17
use_camp = true
on_info = {=npc_in_zone(bar_no_weapon_zone)} animpoint@bar_visitors_animp_17_reached
on_info1 = {!npc_in_zone(bar_no_weapon_zone) !has_enemy} %=teleport_npc_lvid(36335)%

[animpoint@bar_visitors_animp_18]:animpoint@bar_visitors_animp_gen_reach
cover_name = bar_visitors_animp_18
use_camp = true
on_info = {=npc_in_zone(bar_no_weapon_zone)} animpoint@bar_visitors_animp_18_reached
on_info1 = {!npc_in_zone(bar_no_weapon_zone) !has_enemy} %=teleport_npc_lvid(36335)%



[animpoint@bar_visitors_animp_01_reached]:animpoint@bar_visitors_animp_gen
cover_name = bar_visitors_animp_01
use_camp = true

[animpoint@bar_visitors_animp_02_reached]:animpoint@bar_visitors_animp_gen
cover_name = bar_visitors_animp_02
use_camp = true

[animpoint@bar_visitors_animp_03_reached]:animpoint@bar_visitors_animp_gen
cover_name = bar_visitors_animp_03
use_camp = true

[animpoint@bar_visitors_animp_04_reached]:animpoint@bar_visitors_animp_gen
cover_name = bar_visitors_animp_04
use_camp = true

[animpoint@bar_visitors_animp_05_reached]:animpoint@bar_visitors_animp_gen
cover_name = bar_visitors_animp_05
use_camp = true

[animpoint@bar_visitors_animp_06_reached]:animpoint@bar_visitors_animp_gen
cover_name = bar_visitors_animp_06
use_camp = true

[animpoint@bar_visitors_animp_07_reached]:animpoint@bar_visitors_animp_gen
cover_name = bar_visitors_animp_07
use_camp = true

[animpoint@bar_visitors_animp_08_reached]:animpoint@bar_visitors_animp_gen
cover_name = bar_visitors_animp_08
use_camp = true

[animpoint@bar_visitors_animp_09_reached]:animpoint@bar_visitors_animp_gen
cover_name = bar_visitors_animp_09
use_camp = true

[animpoint@bar_visitors_animp_10_reached]:animpoint@bar_visitors_animp_gen
cover_name = bar_visitors_animp_10
use_camp = true

[animpoint@bar_visitors_animp_11_reached]:animpoint@bar_visitors_animp_gen
cover_name = bar_visitors_animp_11
use_camp = true

[animpoint@bar_visitors_animp_12_reached]:animpoint@bar_visitors_animp_gen
cover_name = bar_visitors_animp_12
use_camp = true

[animpoint@bar_visitors_animp_13_reached]:animpoint@bar_visitors_animp_gen
cover_name = bar_visitors_animp_13
use_camp = true

[animpoint@bar_visitors_animp_14_reached]:animpoint@bar_visitors_animp_gen
cover_name = bar_visitors_animp_14
use_camp = true

[animpoint@bar_visitors_animp_15_reached]:animpoint@bar_visitors_animp_gen
cover_name = bar_visitors_animp_15
use_camp = true

[animpoint@bar_visitors_animp_16_reached]:animpoint@bar_visitors_animp_gen
cover_name = bar_visitors_animp_16
use_camp = true

[animpoint@bar_visitors_animp_17_reached]:animpoint@bar_visitors_animp_gen
cover_name = bar_visitors_animp_17
use_camp = true

[animpoint@bar_visitors_animp_18_reached]:animpoint@bar_visitors_animp_gen
cover_name = bar_visitors_animp_18
use_camp = true

[logic@bar_visitors_animpoint_kamp1]
active = animpoint@bar_visitors_animpoint_kamp1
suitable = {=npc_community(stalker)} true
prior = 60
turn_on_campfire = true 

[logic@bar_visitors_animpoint_kamp2]
active = animpoint@bar_visitors_animpoint_kamp2
suitable = {=npc_community(stalker)} true
prior = 60
turn_on_campfire = true 

[logic@bar_visitors_animpoint_kamp3]
active = animpoint@bar_visitors_animpoint_kamp3
suitable = {=npc_community(stalker)} true
prior = 60
turn_on_campfire = true 

[logic@bar_visitors_animpoint_kamp4]
active = animpoint@bar_visitors_animpoint_kamp4
suitable = {=npc_community(stalker)} true
prior = 60
turn_on_campfire = true 

[logic@bar_visitors_animpoint_kamp5]
active = animpoint@bar_visitors_animpoint_kamp5
suitable = {=npc_community(stalker)} true
prior = 60
turn_on_campfire = true 

[logic@bar_visitors_animpoint_kamp6]
active = animpoint@bar_visitors_animpoint_kamp6
suitable = {=npc_community(stalker)} true
prior = 60
turn_on_campfire = true

[logic@bar_visitors_animpoint_kamp7]
active = animpoint@bar_visitors_animpoint_kamp7
suitable = {=npc_community(stalker)} true
prior = 60
turn_on_campfire = true 

[logic@bar_visitors_animpoint_kamp8]
active = animpoint@bar_visitors_animpoint_kamp8
suitable = {=npc_community(stalker)} true
prior = 60
turn_on_campfire = true 

[logic@bar_visitors_animpoint_kamp9]
active = animpoint@bar_visitors_animpoint_kamp9
suitable = {=npc_community(stalker)} true
prior = 60
turn_on_campfire = true

[animpoint@bar_visitors_animpoint_kamp1]
cover_name = bar_visitors_animpoint_kamp1
use_camp = true
turn_on_campfire = true 

[animpoint@bar_visitors_animpoint_kamp2]
cover_name = bar_visitors_animpoint_kamp2
use_camp = true
turn_on_campfire = true 

[animpoint@bar_visitors_animpoint_kamp3]
cover_name = bar_visitors_animpoint_kamp3
use_camp = true
turn_on_campfire = true 

[animpoint@bar_visitors_animpoint_kamp4]
cover_name = bar_visitors_animpoint_kamp4
use_camp = true
turn_on_campfire = true

[animpoint@bar_visitors_animpoint_kamp5]
cover_name = bar_visitors_animpoint_kamp5
use_camp = true
turn_on_campfire = true 

[animpoint@bar_visitors_animpoint_kamp6]
cover_name = bar_visitors_animpoint_kamp6
use_camp = true
turn_on_campfire = true

[animpoint@bar_visitors_animpoint_kamp7]
cover_name = bar_visitors_animpoint_kamp7
use_camp = true
turn_on_campfire = true

[animpoint@bar_visitors_animpoint_kamp8]
cover_name = bar_visitors_animpoint_kamp8
use_camp = true
turn_on_campfire = true 

[animpoint@bar_visitors_animpoint_kamp9]
cover_name = bar_visitors_animpoint_kamp9
use_camp = true
turn_on_campfire = true

;Arnie
[logic@bar_arena_manager]
active = walker@bar_arena_manager
suitable = {=check_npc_name(bar_arena_manager)} true
level_spot = quest_npc
prior = 200

[walker@bar_arena_manager]:walker@generic
path_walk = bar_arena_manager_walk
path_look = bar_arena_manager_look
meet = meet@bar_arena_manager
invulnerable = {!actor_enemy} true, false
combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = true
on_info1 = {!npc_in_zone(bar_arena_triger) !has_enemy} %=teleport_npc_lvid(40234)%

[meet@bar_arena_manager]
use = true
close_anim = wait
trade_enable = false

;Liolik
[logic@bar_arena_guard]
active = walker@bar_arena_guard
suitable = {=check_npc_name(bar_arena_guard)} true
prior = 200

[walker@bar_arena_guard]:walker@generic
path_walk = bar_arena_guard_walk
path_look = bar_arena_guard_look
meet = meet@bar_arena_guard
on_info = {!npc_in_zone(bar_arena_triger) !has_enemy} %=teleport_npc_lvid(41671)%
trade_enable = false

[meet@bar_arena_guard]
close_distance = 2
close_victim = actor
close_anim = guard
use			    = false
use_wpn		    = false
abuse           = false

;Old Arena crowd
[logic@bar_visitors_animp_arena_1]
active = animpoint@bar_visitors_animp_arena_1
suitable = {+bar_arena_start =npc_community(stalker) =npc_in_zone(bar_dolg_territory)} true, {+bar_arena_start =npc_community(dolg) =npc_in_zone(bar_dolg_territory)} true
prior = 70

[animpoint@bar_visitors_animp_arena_1]:walker@generic
reach_movement = sprint
cover_name = bar_visitors_animp_arena_1
avail_animations = hello_wpn
meet = no_meet
combat_ignore_cond = true
combat_ignore_keep_when_attacked = false
invulnerable = true
on_info = %=play_sound(arena_public)%
on_info2 = {-bar_arena_start} %=stop_sound%

[logic@bar_visitors_animp_arena_2]
active = animpoint@bar_visitors_animp_arena_2
suitable = {+bar_arena_start =npc_community(stalker) =npc_in_zone(bar_dolg_territory)} true, {+bar_arena_start =npc_community(dolg) =npc_in_zone(bar_dolg_territory)} true
prior = 70

[animpoint@bar_visitors_animp_arena_2]:walker@generic
reach_movement = sprint
cover_name = bar_visitors_animp_arena_2
avail_animations = hello_wpn
meet = no_meet
combat_ignore_cond = true
combat_ignore_keep_when_attacked = false
invulnerable = true
on_info = %=play_sound(arena_public)%
on_info2 = {-bar_arena_start} %=stop_sound%

[logic@bar_visitors_animp_arena_3]
active = animpoint@bar_visitors_animp_arena_3
suitable = {+bar_arena_start =npc_community(stalker) =npc_in_zone(bar_dolg_territory)} true, {+bar_arena_start =npc_community(dolg) =npc_in_zone(bar_dolg_territory)} true
prior = 70

[animpoint@bar_visitors_animp_arena_3]:walker@generic
reach_movement = sprint
cover_name = bar_visitors_animp_arena_3
avail_animations = hello_wpn
meet = no_meet
combat_ignore_cond = true
combat_ignore_keep_when_attacked = false
invulnerable = true
on_info = %=play_sound(arena_public)%
on_info2 = {-bar_arena_start} %=stop_sound%

[logic@bar_visitors_animp_arena_4]
active = animpoint@bar_visitors_animp_arena_4
suitable = {+bar_arena_start =npc_community(stalker) =npc_in_zone(bar_dolg_territory)} true, {+bar_arena_start =npc_community(dolg) =npc_in_zone(bar_dolg_territory)} true
prior = 70

[animpoint@bar_visitors_animp_arena_4]:walker@generic
reach_movement = sprint
cover_name = bar_visitors_animp_arena_4
avail_animations = hello_wpn
meet = no_meet
combat_ignore_cond = true
combat_ignore_keep_when_attacked = false
invulnerable = true
on_info = %=play_sound(arena_public)%
on_info2 = {-bar_arena_start} %=stop_sound%

[logic@bar_visitors_animp_arena_5]
active = animpoint@bar_visitors_animp_arena_5
suitable = {+bar_arena_start =npc_community(stalker) =npc_in_zone(bar_dolg_territory)} true, {+bar_arena_start =npc_community(dolg) =npc_in_zone(bar_dolg_territory)} true
prior = 70

[animpoint@bar_visitors_animp_arena_5]:walker@generic
reach_movement = sprint
cover_name = bar_visitors_animp_arena_5
avail_animations = hello_wpn
meet = no_meet
combat_ignore_cond = true
combat_ignore_keep_when_attacked = false
invulnerable = true
on_info = %=play_sound(arena_public)%
on_info2 = {-bar_arena_start} %=stop_sound%

[logic@bar_visitors_animp_arena_6]
active = animpoint@bar_visitors_animp_arena_6
suitable = {+bar_arena_start =npc_community(stalker) =npc_in_zone(bar_dolg_territory)} true, {+bar_arena_start =npc_community(dolg) =npc_in_zone(bar_dolg_territory)} true
prior = 70

[animpoint@bar_visitors_animp_arena_6]:walker@generic
reach_movement = sprint
cover_name = bar_visitors_animp_arena_6
avail_animations = hello_wpn
meet = no_meet
combat_ignore_cond = true
combat_ignore_keep_when_attacked = false
invulnerable = true
on_info = %=play_sound(arena_public)%
on_info2 = {-bar_arena_start} %=stop_sound%

[logic@bar_visitors_animp_arena_7]
active = animpoint@bar_visitors_animp_arena_7
suitable = {+bar_arena_start =npc_community(stalker) =npc_in_zone(bar_dolg_territory)} true, {+bar_arena_start =npc_community(dolg) =npc_in_zone(bar_dolg_territory)} true
prior = 70

[animpoint@bar_visitors_animp_arena_7]:walker@generic
reach_movement = sprint
cover_name = bar_visitors_animp_arena_7
avail_animations = hello_wpn
meet = no_meet
combat_ignore_cond = true
combat_ignore_keep_when_attacked = false
invulnerable = true
on_info = %=play_sound(arena_public)%
on_info2 = {-bar_arena_start} %=stop_sound%

[logic@bar_visitors_animp_arena_8]
active = animpoint@bar_visitors_animp_arena_8
suitable = {+bar_arena_start =npc_community(stalker) =npc_in_zone(bar_dolg_territory)} true, {+bar_arena_start =npc_community(dolg) =npc_in_zone(bar_dolg_territory)} true
prior = 70

[animpoint@bar_visitors_animp_arena_8]:walker@generic
reach_movement = sprint
cover_name = bar_visitors_animp_arena_8
avail_animations = hello_wpn
meet = no_meet
combat_ignore_cond = true
combat_ignore_keep_when_attacked = false
invulnerable = true
on_info = %=play_sound(arena_public)%
on_info2 = {-bar_arena_start} %=stop_sound%

[logic@bar_visitors_animp_arena_9]
active = animpoint@bar_visitors_animp_arena_9
suitable = {+bar_arena_start =npc_community(stalker) =npc_in_zone(bar_dolg_territory)} true, {+bar_arena_start =npc_community(dolg) =npc_in_zone(bar_dolg_territory)} true
prior = 70

[animpoint@bar_visitors_animp_arena_9]:walker@generic
reach_movement = sprint
cover_name = bar_visitors_animp_arena_9
avail_animations = hello_wpn
meet = no_meet
combat_ignore_cond = true
combat_ignore_keep_when_attacked = false
invulnerable = true
on_info = %=play_sound(arena_public)%
on_info2 = {-bar_arena_start} %=stop_sound%

[logic@bar_visitors_animp_arena_10]
active = animpoint@bar_visitors_animp_arena_10
suitable = {+bar_arena_start =npc_community(stalker) =npc_in_zone(bar_dolg_territory)} true, {+bar_arena_start =npc_community(dolg) =npc_in_zone(bar_dolg_territory)} true
prior = 70

[animpoint@bar_visitors_animp_arena_10]:walker@generic
reach_movement = sprint
cover_name = bar_visitors_animp_arena_10
avail_animations = hello_wpn
meet = no_meet
combat_ignore_cond = true
combat_ignore_keep_when_attacked = false
invulnerable = true
on_info = %=play_sound(arena_public)%
on_info2 = {-bar_arena_start} %=stop_sound%