[walker@def]
;combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true
;combat_ignore_keep_when_attacked = true
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
invulnerable = {!actor_enemy} true, false

[logic@yan_semenov]
active = walker@yan_semenov
suitable = {=check_npc_name(yan_ecolog_semenov)} true

[walker@yan_semenov]:walker@def
path_walk = collector_2_walk
path_look = collector_2_look
on_info = {=surge_started} walker@hide_2

[walker@hide_2]:walker@def
path_walk = hide_2_walk
path_look = hide_2_look
on_info = {=surge_complete} walker@yan_semenov

[logic@yan_vasiliev]
active = walker@yan_vasiliev
suitable = {=check_npc_name(yan_ecolog_vasilyev)} true

[walker@yan_vasiliev]:walker@def
path_walk = collector_3_walk
path_look = collector_3_look
on_info = {=surge_started} walker@hide_3

[walker@hide_3]:walker@def
path_walk = hide_3_walk
path_look = hide_3_look
on_info = {=surge_complete} walker@yan_vasiliev

[logic@yan_bunker_guards]
active = patrol@base
suitable = {=target_squad_name(yan_bunker_guards_squad)} true

[patrol@base]:walker@def
path_walk = patrol_base
;commander = true
formation = line
meet = no_meet
def_state_moving = patrol
on_info = {=surge_started} walker@hide_4

[walker@hide_4]:walker@def
path_walk = hide_4_walk
on_info = {=surge_complete} patrol@base

