[hit]
on_info = %+pri_a18_hit_pray_squad%

[logic@monolith_1]
active = walker@monolith_1_teleport
suitable = false
prior = 70
on_hit = hit

[walker@monolith_1_teleport]
corpse_detection_enabled = false
path_walk = pri_a18_monolith_1_walk
on_info = walker@pri_a18_start_1 %=teleport_npc(pri_a18_smart_terrain_pri_a18_monolith_1_walk)%
 
[walker@pri_a18_start_1]
corpse_detection_enabled = false
gather_items_enabled = false
path_walk = pri_a18_monolith_1_walk
path_look = pri_a18_monolith_1_look
combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = true 
on_info = {-pri_a18_hit_pray_squad} %=play_sound(pri_a18_monolith_pray)%
on_info2 = {+pri_a18_hit_pray_squad} walker@pri_a18_start_1_timer

[walker@pri_a18_start_1_timer]
corpse_detection_enabled = false
gather_items_enabled = false
path_walk = pri_a18_monolith_1_walk
path_look = pri_a18_monolith_1_look
combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = true 
on_game_timer = 25 | walker@pri_a18_start_1_combat

[walker@pri_a18_start_1_combat]
corpse_detection_enabled = false
gather_items_enabled = false
path_walk = pri_a18_monolith_1_walk
path_look = pri_a18_monolith_1_look

;-------------
 
[logic@monolith_2]
active = walker@monolith_2_teleport
suitable = false
prior = 70
on_hit = hit

[walker@monolith_2_teleport]
corpse_detection_enabled = false
gather_items_enabled = false
path_walk = pri_a18_monolith_2_walk
on_info = walker@pri_a18_start_2 %=teleport_npc(pri_a18_smart_terrain_pri_a18_monolith_2_walk)%

[walker@pri_a18_start_2]
corpse_detection_enabled = false
gather_items_enabled = false
path_walk = pri_a18_monolith_2_walk
path_look = pri_a18_monolith_2_look
combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = true 
on_info = {+pri_a18_hit_pray_squad} walker@pri_a18_start_2_timer

[walker@pri_a18_start_2_timer]
corpse_detection_enabled = false
gather_items_enabled = false
path_walk = pri_a18_monolith_2_walk
path_look = pri_a18_monolith_2_look
combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = true 
on_game_timer = 25 | walker@pri_a18_start_2_combat

[walker@pri_a18_start_2_combat]
corpse_detection_enabled = false
gather_items_enabled = false
path_walk = pri_a18_monolith_2_walk
path_look = pri_a18_monolith_2_look

;-------------

[logic@monolith_3]
active = walker@monolith_3_teleport
suitable = false
prior = 70
on_hit = hit

[walker@monolith_3_teleport]
corpse_detection_enabled = false
gather_items_enabled = false
path_walk = pri_a18_monolith_3_walk
on_info = walker@pri_a18_start_3 %=teleport_npc(pri_a18_smart_terrain_pri_a18_monolith_3_walk)%

[walker@pri_a18_start_3]
corpse_detection_enabled = false
gather_items_enabled = false
path_walk = pri_a18_monolith_3_walk
path_look = pri_a18_monolith_3_look
combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = true 
on_info = {+pri_a18_hit_pray_squad} walker@pri_a18_start_3_timer

[walker@pri_a18_start_3_timer]
corpse_detection_enabled = false
gather_items_enabled = false
path_walk = pri_a18_monolith_3_walk
path_look = pri_a18_monolith_3_look
combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = true 
on_game_timer = 25 | walker@pri_a18_start_3_combat

[walker@pri_a18_start_3_combat]
corpse_detection_enabled = false
gather_items_enabled = false
path_walk = pri_a18_monolith_3_walk
path_look = pri_a18_monolith_3_look

;-------------

[logic@monolith_4]
active = walker@monolith_4_teleport
suitable = false
prior = 70
on_hit = hit

[walker@monolith_4_teleport]
corpse_detection_enabled = false
gather_items_enabled = false
path_walk = pri_a18_monolith_4_walk
on_info = walker@pri_a18_start_4 %=teleport_npc(pri_a18_smart_terrain_pri_a18_monolith_4_walk)%

[walker@pri_a18_start_4]
corpse_detection_enabled = false
gather_items_enabled = false
path_walk = pri_a18_monolith_4_walk
path_look = pri_a18_monolith_4_look
combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = true 
on_info = {+pri_a18_hit_pray_squad} walker@pri_a18_start_4_timer

[walker@pri_a18_start_4_timer]
corpse_detection_enabled = false
gather_items_enabled = false
path_walk = pri_a18_monolith_4_walk
path_look = pri_a18_monolith_4_look
combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = true 
on_game_timer = 25 | walker@pri_a18_start_4_combat

[walker@pri_a18_start_4_combat]
corpse_detection_enabled = false
gather_items_enabled = false
path_walk = pri_a18_monolith_4_walk
path_look = pri_a18_monolith_4_look

;-------------

[logic@monolith_5]
active = walker@monolith_5_teleport
suitable = false
prior = 70
on_hit = hit

[walker@monolith_5_teleport]
corpse_detection_enabled = false
gather_items_enabled = false
path_walk = pri_a18_monolith_5_walk
on_info = walker@pri_a18_start_5 %=teleport_npc(pri_a18_smart_terrain_pri_a18_monolith_5_walk)%

[walker@pri_a18_start_5]
corpse_detection_enabled = false
gather_items_enabled = false
path_walk = pri_a18_monolith_5_walk
path_look = pri_a18_monolith_5_look
combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = true 
on_info = {+pri_a18_hit_pray_squad} walker@pri_a18_start_5_timer

[walker@pri_a18_start_5_timer]
corpse_detection_enabled = false
gather_items_enabled = false
path_walk = pri_a18_monolith_5_walk
path_look = pri_a18_monolith_5_look
combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = true 
on_game_timer = 25 | walker@pri_a18_start_5_combat

[walker@pri_a18_start_5_combat]
corpse_detection_enabled = false
gather_items_enabled = false
path_walk = pri_a18_monolith_5_walk
path_look = pri_a18_monolith_5_look

;-------------

[logic@monolith_post_guard_1]
active = walker@post_guard_1
suitable = true
prior = 70
; on_hit = combat

; [combat]
; on_info = %+pri_a18_post_guard_combat%

; [walker@post_guard_1_teleport]
; corpse_detection_enabled = false
; gather_items_enabled = false
; path_walk = pri_a18_monolith_1_post_guard_walk
; on_info = walker@post_guard_1 %=teleport_npc(pri_a18_smart_terrain_pri_a18_monolith_1_post_guard_walk)%

[walker@post_guard_1]
; corpse_detection_enabled = true
gather_items_enabled = false
path_walk = pri_a18_monolith_1_post_guard_walk
path_look = pri_a18_monolith_1_post_guard_look
out_restr = pri_a18_post_quard_out_restrictor
; combat_ignore_cond = false
; on_info = {+pri_a18_post_guard_combat} walker@post_guard_12 
; on_info2 = {=enemy_in_zone(pri_a18_enter_restrictor)} %+pri_a18_post_guard_combat%

; [walker@post_guard_12]
; corpse_detection_enabled = false
; gather_items_enabled = false
; path_walk = pri_a18_monolith_1_post_guard_walk
; out_restr = pri_a18_post_quard_out_restrictor

;-------------

[logic@monolith_post_guard_2]
active = walker@post_guard_2
suitable = true
prior = 70
; on_hit = combat

; [walker@post_guard_2_teleport]
; corpse_detection_enabled = false
; gather_items_enabled = false
; path_walk = pri_a18_monolith_2_post_guard_walk
; on_info = walker@post_guard_2 %=teleport_npc(pri_a18_smart_terrain_pri_a18_monolith_2_post_guard_walk)%
 
[walker@post_guard_2]
; corpse_detection_enabled = false
gather_items_enabled = false
path_walk = pri_a18_monolith_2_post_guard_walk
path_look = pri_a18_monolith_2_post_guard_look
out_restr = pri_a18_post_quard_out_restrictor
; combat_ignore_cond =  true
; on_info = {+pri_a18_post_guard_combat} walker@post_guard_22 
; on_info2 = {=enemy_in_zone(pri_a18_enter_restrictor)} %+pri_a18_post_guard_combat%

; [walker@post_guard_22]
; corpse_detection_enabled = false
; gather_items_enabled = false
; path_walk = pri_a18_monolith_2_post_guard_walk
; out_restr = pri_a18_post_quard_out_restrictor

;-------------

[logic@monolith_post_guard_3]
active = walker@post_guard_3
suitable = true
prior = 70
; on_hit = combat

; [walker@post_guard_3_teleport]
; corpse_detection_enabled = false
; gather_items_enabled = false
; path_walk = pri_a18_monolith_3_post_guard_walk
; on_info = walker@post_guard_3 %=teleport_npc(pri_a18_smart_terrain_pri_a18_monolith_3_post_guard_walk)%

[walker@post_guard_3]
; corpse_detection_enabled = false
gather_items_enabled = false
path_walk = pri_a18_monolith_3_post_guard_walk
path_look = pri_a18_monolith_3_post_guard_look
out_restr = pri_a18_post_quard_out_restrictor
; combat_ignore_cond =  true
; on_info = {+pri_a18_post_guard_combat} walker@post_guard33 
; on_info2 = {=enemy_in_zone(pri_a18_enter_restrictor)} %+pri_a18_post_guard_combat%

; [walker@post_guard33]
; corpse_detection_enabled = false
; gather_items_enabled = false
; path_walk = pri_a18_monolith_3_post_guard_walk
; out_restr = pri_a18_post_quard_out_restrictor

;-------------

[logic@monolith_post_guard_4]
active = patrol@post_guard_1
suitable = true
prior = 70
; on_hit = combat

; [walker@post_guard_4_teleport]
; corpse_detection_enabled = false
; gather_items_enabled = false
; path_walk = pri_a18_monolith_4_post_guard_walk
; on_info = patrol@post_guard_1 %=teleport_npc(pri_a18_smart_terrain_pri_a18_monolith_4_post_guard_walk)%

[patrol@post_guard_1]
corpse_detection_enabled = false
gather_items_enabled = false
path_walk = pri_a18_monolith_4_post_guard_walk
path_look = pri_a18_monolith_4_post_guard_look
out_restr = pri_a18_post_quard_out_restrictor
; combat_ignore_cond =  true
; on_info = {+pri_a18_post_guard_combat} patrol@post_guard_11 
; on_info2 = {=enemy_in_zone(pri_a18_enter_restrictor)} %+pri_a18_post_guard_combat%

; [patrol@post_guard_11]
; corpse_detection_enabled = false
; gather_items_enabled = false
; path_walk = pri_a18_monolith_4_post_guard_walk
; out_restr = pri_a18_post_quard_out_restrictor

;-------------

[logic@monolith_post_guard_5]
active = patrol@post_guard_2
suitable = true
prior = 70
; on_hit = combat

; [walker@post_guard_5_teleport]
; corpse_detection_enabled = false
; gather_items_enabled = false
; path_walk = pri_a18_monolith_5_post_guard_walk
; on_info = patrol@post_guard_2 %=teleport_npc(pri_a18_smart_terrain_pri_a18_monolith_5_post_guard_walk)%

[patrol@post_guard_2]
; corpse_detection_enabled = false
gather_items_enabled = false
path_walk = pri_a18_monolith_5_post_guard_walk
path_look = pri_a18_monolith_5_post_guard_look
out_restr = pri_a18_post_quard_out_restrictor
; combat_ignore_cond =  true
; on_info = {+pri_a18_post_guard_combat} patrol@post_guard_22 
; on_info2 = {=enemy_in_zone(pri_a18_enter_restrictor)} %+pri_a18_post_guard_combat%

; [patrol@post_guard_22]
; corpse_detection_enabled = false
; gather_items_enabled = false
; path_walk = pri_a18_monolith_5_post_guard_walk
; out_restr = pri_a18_post_quard_out_restrictor

;-------------

[logic@pri_a18_monolith_corridor]
active = camper@corridor
suitable = true
prior = 70

; [walker@post_guard_6_teleport]
; corpse_detection_enabled = false
; path_walk = monolith_corridor_walk
; on_info = camper@corridor %=teleport_npc(pri_a18_smart_terrain_monolith_corridor_walk)%

[camper@corridor]
; corpse_detection_enabled = false
gather_items_enabled = false
path_walk = monolith_corridor_walk
path_look = monolith_corridor_look
; combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true 
; combat_ignore_keep_when_attacked = true 
; radius = 0
; on_info = {=see_actor} walker@corridor_2  

; [walker@corridor_2]
; in_restr = pri_a18_monolith_trance_restrictor
; corpse_detection_enabled = false
; gather_items_enabled = false
; path_walk = monolith_corridor_walk 
; path_look = monolith_corridor_look

;-------------

[logic@pri_a18_monolith_2nd_corridor_1]
active = walker@monolith_2nd_corridor_wait_1
suitable = true
prior = 200

; [walker@monolith_2nd_corridor_1_teleport]
; corpse_detection_enabled = false
; gather_items_enabled = false
; path_walk = pri_a18_monolith_2nd_corridor_walk_1
; on_info = walker@monolith_2nd_corridor_wait_1 %=teleport_npc(pri_a18_smart_terrain_pri_a18_monolith_2nd_corridor_walk_1)%

[walker@monolith_2nd_corridor_wait_1]
; corpse_detection_enabled = false
gather_items_enabled = false
path_walk = pri_a18_monolith_2nd_corridor_walk_1
path_look = pri_a18_monolith_2nd_corridor_look
; combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true
; combat_ignore_keep_when_attacked = true 
; in_restr = pri_a18_monolith_trance_restrictor
; on_info = {!squad_exist(pri_a18_monolith_corridor_squad) =enemy_in_zone(pri_a18_corridor_man_fire_zone)} walker@monolith_2nd_corridor_wait_1_2 
; on_info2 = {=enemy_in_zone(pri_surge_hide_a18_2)} walker@monolith_2nd_corridor_wait_1_2  

; [walker@monolith_2nd_corridor_wait_1_2]
; corpse_detection_enabled = false
; gather_items_enabled = false
; def_state_moving = assault
; path_walk = pri_a18_monolith_2nd_corridor_attack_walk

;-------------

;camping
[logic@pri_a18_smart_terrain_camp_work_1]
active = animpoint@pri_a18_smart_terrain_animpoint_kamp1
prior = 45

[logic@pri_a18_smart_terrain_camp_work_2]
active = animpoint@pri_a18_smart_terrain_animpoint_kamp2
prior = 45

[logic@pri_a18_smart_terrain_camp_work_3]
active = animpoint@pri_a18_smart_terrain_animpoint_kamp3
prior = 45

[logic@pri_a18_smart_terrain_camp_work_4]
active = animpoint@pri_a18_smart_terrain_animpoint_kamp4
prior = 45

;[logic@pri_a18_smart_terrain_camp_work_5]
;active = animpoint@pri_a18_smart_terrain_animpoint_kamp5
;prior = 45

[animpoint@pri_a18_smart_terrain_animpoint_kamp1]
cover_name = pri_a18_smart_terrain_animpoint_kamp1
avail_animations = animpoint_sit_ass
use_camp = true
turn_on_campfire = true

[animpoint@pri_a18_smart_terrain_animpoint_kamp2]
cover_name = pri_a18_smart_terrain_animpoint_kamp2
avail_animations = animpoint_sit_ass
use_camp = true
turn_on_campfire = true

[animpoint@pri_a18_smart_terrain_animpoint_kamp3]
cover_name = pri_a18_smart_terrain_animpoint_kamp3
avail_animations = animpoint_stay_wall
use_camp = true

[animpoint@pri_a18_smart_terrain_animpoint_kamp4]
cover_name = pri_a18_smart_terrain_animpoint_kamp4
avail_animations = animpoint_stay_ohrana
use_camp = true

;[animpoint@pri_a18_smart_terrain_animpoint_kamp5]
;cover_name = pri_a18_smart_terrain_animpoint_kamp5
;avail_animations = animpoint_sit_high
;use_camp = true
