[logic]
active = walker
meet = meet
combat_ignore = combat_ignore
on_hit = hit
on_death = death

[walker]
path_walk = brodway_walk
path_look = brodway_look
combat_ignore_cond = {-brodway_fire =fighting_actor}
on_info = {+brodway_say_one_start} walker1

[walker1]
path_walk = brodway1_walk
path_look = brodway1_look
on_info = {+vert_small_poshel} walker2 %=arhara1_dialog1.dell_brod_restr%
;on_timer = 25000 | walker2 %=arhara_dialog.sms_frits3%
combat_ignore_cond = {-brodway_fire =fighting_actor}

[walker2]
path_walk = brodway2_walk
path_look = brodway2_look
on_info = {+vetr_vernulsy} walker3
combat_ignore_cond = {-brodway_fire =fighting_actor}

[walker3]
path_walk = brodway1_walk
path_look = brodway1_look
on_timer = 10000 | walker4
combat_ignore_cond = {-brodway_fire =fighting_actor}

[walker4]
path_walk = brodway3_walk
path_look = brodway3_look
def_state_standing = ward
on_info = {+brodway_say_tri_start} kamp
combat_ignore_cond = {-brodway_fire =fighting_actor}

[kamp]
center_point = zat_brodway_kamp
path_walk = zat_brodway_kamp_task
radius = 2.3
combat_ignore_cond = {-brodway_fire =fighting_actor}

[meet]
use = true
use_wpn = true
meet_talk_enabled = true

[combat_ignore]
combat_ignore_cond = {-brodway_fire =fighting_actor}

[hit]
on_info = {=hit_by_actor} %+brodway_fire%

[death]
on_info = {=killed_by_actor} %=set_gulag_enemy_actor(zat_brodway) =arhara1_dialog1.dell_brod_restr%
