[logic]
active = heli_move@fire
prior = 200

[heli_move@fire]
path_move = jup_heli_1_move
path_look = jup_heli_1_look
enemy = actor
invulnerable = true
max_velocity = 50
immortal = false
use_rocket = true
use_mgun = true
upd_vis = 3
engine_sound = true
on_info  = {!heli_see_actor} heli_move@not_fire
on_info2 = {=dist_to_actor_ge(250)} heli_move@not_fire
on_info3 = {=dist_to_actor_le(250)} heli_move@actor
on_info4 = {+actor_open_jup_treasure_heli} heli_combat@fire

[heli_move@not_fire]:heli_move@fire
enemy = nil
use_mgun = false
use_rocket = false
on_info  = {=heli_see_actor =dist_to_actor_le(250)} heli_move@fire
on_info2 = {+actor_open_jup_treasure_heli} heli_combat@fire

[heli_move@actor]:heli_move@fire
path_look = actor
on_info  = {!heli_see_actor} heli_move@not_fire
on_info2 = {=dist_to_actor_ge(250)} heli_move@not_fire
on_info3 = {+actor_open_jup_treasure_heli} heli_combat@fire

[heli_combat@fire]
combat_use_rocket = false
combat_use_mgun = true
combat_enemy = actor
engine_sound = true
combat_safe_altitude = 0
on_death_info = jup_heli_1_dead
on_info  = {-play_sound_in_my_head_27 =heli_health_le(0.005)} %+play_sound_in_my_head_27 =actor_is_thinking_only(thoughts_in_my_head_27)%
