[logic@nr_sorokin_2]
   suitable = {=check_npc_name(nr_sorokin)} true
   prior = 500
   active = beh@nr_sorokin_job

[beh@nr_sorokin_job]
	behaviour_state = beh_move
	target = waypoint
	path_end = loop
	pt1 = 88860000,idle | pos:-43.189586639404,3.4878842830658,202.7116394043 look:-43.271250747144,3.4878842830658,201.74094808102


[logic@alyosha_shyogolov_3]
   suitable = {=check_npc_name(alyosha_shyogolov)} true
   prior = 500
   active = beh@alyosha_shyogolov_3_job_1

[beh@alyosha_shyogolov_3_job_1]
	behaviour_state = beh_move
	on_info = {+alyosha_shyogolov_retreat_1} beh@alyosha_shyogolov_3_job_2
	combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true
	combat_ignore_keep_when_attacked = {=is_warfare} false, true
	invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
	target = waypoint
	path_end = loop
	pt1 = 88860000,guard | pos:-67.114974975586,3.663382768631,114.72267150879 look:-67.101200799458,3.663382768631,113.72375202179
	
[beh@alyosha_shyogolov_3_job_2]
	meet = no_meet
	behaviour_state = beh_move
	on_info = {+nr_bandits_squads_dead_1} beh@alyosha_shyogolov_3_job_3
	combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true
	combat_ignore_keep_when_attacked = {=is_warfare} false, true
	invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
	target = waypoint
	path_end = loop
	pt1 = 88860000,idle | pos:-52.516330718994,3.487446308136,205.72317504883 look:-51.547375679016,3.487446308136,205.80064857006
	
[beh@alyosha_shyogolov_3_job_3]
	
	behaviour_state = beh_move
	
	combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true
	combat_ignore_keep_when_attacked = {=is_warfare} false, true
	invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
	target = waypoint
	path_end = loop
	pt1 = 88860000,idle | pos:-52.516330718994,3.487446308136,205.72317504883 look:-51.547375679016,3.487446308136,205.80064857006
	
	
[logic@nr_dead_convict_1]
   suitable = {=check_npc_name(nr_dead_convict_1)} true
   prior = 500
   active = beh@nr_dead_convict_1_job


[beh@nr_dead_convict_1_job]
	
	behaviour_state = beh_move
	meet = no_meet
	combat_ignore_cond = true
	combat_ignore_keep_when_attacked = true
	
	target = waypoint
	path_end = loop
	pt1 = 88860000,hands_up | pos:-53.964504241943,3.5118420124054,160.3719329834 look:-53.92770786956,3.5118420124054,159.37349265814 
	--pt1 = 88860000,hands_up | pos:-55.452903747559,3.5291602611542,160.1261138916 look:-55.420926552266,3.5291602611542,159.1291744709  
	
[logic@nr_dead_convict_2]
   suitable = {=check_npc_name(nr_dead_convict_2)} true
   prior = 500
   active = beh@nr_dead_convict_2_job


[beh@nr_dead_convict_2_job]
	
	behaviour_state = beh_move
	meet = no_meet
	combat_ignore_cond =  true
	combat_ignore_keep_when_attacked =  true
	
	target = waypoint
	path_end = loop
	pt1 = 88860000,prisoner | pos:-58.915637969971,3.6456756591797,159.9506072998 look:-58.841192029417,3.6456756591797,158.96341890097 
	
[logic@nr_executioner_1]
   suitable = {=check_npc_name(nr_executioner_1) -nr_dead_convict_1_squad_dead} true
   prior = 500
   active = beh@nr_executioner_1_job
   
[logic@nr_executioner_2]
   suitable = {=check_npc_name(nr_executioner_2) -nr_dead_convict_1_squad_dead} true
   prior = 500
   active = beh@nr_executioner_2_job  

[logic@nr_executioner_3]
   suitable = {=check_npc_name(nr_executioner_3)} true
   prior = 500
   active = beh@nr_executioner_3_job     

[beh@nr_executione_base]  
	behaviour_state = beh_move
	target = waypoint
	walk_dist 						= 100
	jog_dist 						= 220
	
	walk_anim 						= walk
	jog_anim 						= walk
	run_anim 						= walk
	path_end = loop
	
[beh@nr_executioner_1_job]:beh@nr_executione_base
	on_info = {+nr_execution_firing_1} beh@nr_executioner_firing_1_job
	meet = no_meet
	pt1 = 88860000,threat | pos:-53.715953826904,3.45143699646,167.76420593262 look:-53.922115325928,3.45143699646,166.79867982864

[beh@nr_executioner_firing_1_job]:beh@nr_executione_base
	
	meet = no_meet
	pt1 = 88860000,guard_fire | pos:-53.715953826904,3.45143699646,167.76420593262 look:-53.922115325928,3.45143699646,166.79867982864

	
[beh@nr_executioner_2_job]:beh@nr_executione_base
	on_info = {+nr_execution_firing_1} beh@nr_executioner_firing_2_job
	meet = no_meet
	pt1 = 88860000,threat | pos:-56.438800811768,3.4529418945313,168.19071960449 look:-56.335878804326,3.4529418945313,167.20485597849

[beh@nr_executioner_firing_2_job]:beh@nr_executione_base
	
	meet = no_meet
	pt1 = 88860000,threat_fire | pos:-56.438800811768,3.4529418945313,168.19071960449 look:-56.335878804326,3.4529418945313,167.20485597849


	
[beh@nr_executioner_3_job]:beh@nr_executione_base
	on_info = {+nr_dead_convict_1_squad_dead} beh@nr_executioner_3_2_job
	combat_ignore_cond =  true
	combat_ignore_keep_when_attacked =  true
	pt1 = 88860000,guard | pos:-47.242031097412,3.4872958660126,161.45401000977 look:-48.236757516861,3.4872958660126,161.46631026175
	
[beh@nr_executioner_3_2_job]:beh@nr_executione_base
	
	pt1 = 88860000,idle | pos:-50.671684265137,3.4870896339417,187.31074523926 look:-50.674897092395,3.4870896339417,188.3059297204