[camper@standart]
post_combat_time = 0,0
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = {!check_enemy_name(actor) -actor_ignored_sedoy_task} true, false
combat_ignore_keep_when_attacked = false
def_state_campering = hide_na
def_state_campering_fire = hide_fire
def_state_moving = assault
def_state_moving1 = assault
meet = no_meet
radius = 10

[animpoint@standart]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_keep_when_attacked = false
meet = meet@standart

[walker@standart]
post_combat_time = 0,0
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = {!check_enemy_name(actor)} true, false
combat_ignore_keep_when_attacked = false

[meet@standart]
close_anim 		= nil
close_victim 	= nil
close_snd_hello = nil
close_snd_bye 	= nil
far_anim 		= nil
far_victim 		= nil
close_distance  = 0
far_distance 	= 0
use = {=actor_enemy} false, true
allow_break = false
trade_enable = true
meet_on_talking = false

[death@walker]
on_info = {=killed_by_actor()} %=all_factions_enemy_to_actor(bandit) +actor_attack_friend_squad%

[hit@walker]
on_info  = {=hit_by_actor()} %=all_factions_enemy_to_actor(bandit) +actor_attack_friend_squad%
on_info2 = {!hit_by_actor()} %=restore_health%
;--------------------------------------------------

[logic@camper_1]
suitable = {=target_squad_name(jup_a18_bandit_1_squad)} true, {=target_squad_name(jup_a18_bandit_assault_squad)} true
active = camper@wait_1
prior = 200
on_death = death@walker
on_hit = hit@walker

[camper@wait_1]:camper@standart
path_walk = camper_1_walk
path_look = camper_1_look
def_state_campering = threat_danger
on_info  = {+agent_blockade_end -actor_ignored_sedoy_task} animpoint@wait_1
on_info2 = {+sherkchan_bandit_message_2} animpoint@wait_1

[animpoint@wait_1]:animpoint@standart
cover_name = jup_a18_animpoint_1
avail_animations = animpoint_sit_ass
on_info = {+actor_ignored_sedoy_task -sherkchan_bandit_message_2} camper@wait_1
;------------------------------------------------

[logic@camper_2]
suitable = {=target_squad_name(jup_a18_bandit_1_squad)} true, {=target_squad_name(jup_a18_bandit_assault_squad)} true
active = camper@wait_2
prior = 200
on_death = death@walker
on_hit = hit@walker

[camper@wait_2]:camper@standart
path_walk = camper_2_walk
path_look = camper_1_look
def_state_campering = hide
on_info = {+agent_blockade_end -actor_ignored_sedoy_task} animpoint@wait_2
on_info2 = {+sherkchan_bandit_message_2} animpoint@wait_2

[animpoint@wait_2]:animpoint@standart
cover_name = jup_a18_animpoint_2
avail_animations = animpoint_sit_ass
on_info = {+actor_ignored_sedoy_task -sherkchan_bandit_message_2} camper@wait_2
;------------------------------------------------

[logic@camper_3]
suitable = {=target_squad_name(jup_a18_bandit_1_squad)} true, {=target_squad_name(jup_a18_bandit_assault_squad)} true
active = camper@wait_3
prior = 200
on_death = death@walker
on_hit = hit@walker

[camper@wait_3]:camper@standart
path_walk = camper_3_walk
path_look = camper_1_look
on_info = {+agent_blockade_end -actor_ignored_sedoy_task} animpoint@wait_3
on_info2 = {+sherkchan_bandit_message_2} animpoint@wait_3

[animpoint@wait_3]:animpoint@standart
cover_name = jup_a18_animpoint_3
avail_animations = animpoint_sit_ass
on_info = {+actor_ignored_sedoy_task -sherkchan_bandit_message_2} camper@wait_3
;------------------------------------------------

[logic@camper_4]
suitable = {=target_squad_name(jup_a18_bandit_1_squad)} true, {=target_squad_name(jup_a18_bandit_assault_squad)} true
active = camper@wait_4
prior = 200
on_death = death@walker
on_hit = hit@walker

[camper@wait_4]:camper@standart
path_walk = camper_4_walk
path_look = camper_1_look
def_state_campering = hide
on_info = {+agent_blockade_end -actor_ignored_sedoy_task} animpoint@wait_4
on_info2 = {+sherkchan_bandit_message_2} animpoint@wait_4

[animpoint@wait_4]:animpoint@standart
cover_name = jup_a18_animpoint_4
avail_animations = animpoint_sit_ass
on_info = {+actor_ignored_sedoy_task -sherkchan_bandit_message_2} camper@wait_4
;------------------------------------------------

[logic@camper_5]
suitable = {=target_squad_name(jup_a18_bandit_1_squad)} true, {=target_squad_name(jup_a18_bandit_assault_squad)} true
active = camper@wait_5
prior = 200
on_death = death@walker
on_hit = hit@walker

[camper@wait_5]:camper@standart
path_walk = camper_5_walk
path_look = camper_1_look
def_state_campering = claim
on_info = {+agent_blockade_end -actor_ignored_sedoy_task} animpoint@wait_5
on_info2 = {+sherkchan_bandit_message_2} animpoint@wait_5

[animpoint@wait_5]:animpoint@standart
cover_name = jup_a18_animpoint_6
avail_animations = animpoint_sit_knee
on_info = {+actor_ignored_sedoy_task -sherkchan_bandit_message_2} camper@wait_5
;------------------------------------------------

[logic@camper_6]
suitable = {=target_squad_name(jup_a18_bandit_1_squad)} true, {=target_squad_name(jup_a18_bandit_assault_squad)} true
active = camper@wait_6
prior = 200
on_death = death@walker
on_hit = hit@walker

[camper@wait_6]:camper@standart
path_walk = camper_6_walk
path_look = camper_1_look
def_state_campering = hide
on_info = {+agent_blockade_end -actor_ignored_sedoy_task} animpoint@wait_6
on_info2 = {+sherkchan_bandit_message_2} animpoint@wait_6

[animpoint@wait_6]:animpoint@standart
cover_name = jup_a18_animpoint_7
avail_animations = animpoint_sit_knee
on_info = {+actor_ignored_sedoy_task -sherkchan_bandit_message_2} camper@wait_6
;------------------------------------------------

[logic@camper_7]
suitable = {=target_squad_name(jup_a18_bandit_2_squad)} true
active = camper@wait_7
prior = 200
on_death = death@walker
on_hit = hit@walker

[camper@wait_7]:camper@standart
path_walk = camper_7_walk
path_look = camper_1_look
on_info = {+agent_blockade_end -actor_ignored_sedoy_task} animpoint@wait_7
on_info2 = {+sherkchan_bandit_message_2} animpoint@wait_7

[animpoint@wait_7]:animpoint@standart
cover_name = jup_a18_animpoint_12
avail_animations = animpoint_stay_wall
on_info = {+actor_ignored_sedoy_task -sherkchan_bandit_message_2} camper@wait_7
;------------------------------------------------

[logic@camper_8]
suitable = {=target_squad_name(jup_a18_bandit_2_squad)} true
active = camper@wait_8
prior = 200
on_death = death@walker
on_hit = hit@walker

[camper@wait_8]:camper@standart
path_walk = camper_8_walk
path_look = camper_1_look
def_state_campering = hide
on_info = {+agent_blockade_end -actor_ignored_sedoy_task} animpoint@wait_8
on_info2 = {+sherkchan_bandit_message_2} animpoint@wait_8

[animpoint@wait_8]:animpoint@standart
cover_name = jup_a18_animpoint_9
avail_animations = animpoint_stay_wall
on_info = {+actor_ignored_sedoy_task -sherkchan_bandit_message_2} camper@wait_8
;------------------------------------------------

[logic@camper_9]
suitable = {=target_squad_name(jup_a18_bandit_2_squad)} true
active = camper@wait_9
prior = 200
on_death = death@walker
on_hit = hit@walker

[camper@wait_9]:camper@standart
path_walk = camper_9_walk
path_look = camper_1_look
on_info = {+agent_blockade_end -actor_ignored_sedoy_task} animpoint@wait_9
on_info2 = {+sherkchan_bandit_message_2} animpoint@wait_9

[animpoint@wait_9]:animpoint@standart
cover_name = jup_a18_animpoint_14
avail_animations = animpoint_stay_wall
on_info = {+actor_ignored_sedoy_task -sherkchan_bandit_message_2} camper@wait_9
;------------------------------------------------

[logic@camper_10]
suitable = {=target_squad_name(jup_a18_bandit_2_squad)} true
active = camper@wait_10
prior = 200
on_death = death@walker
on_hit = hit@walker

[camper@wait_10]:camper@standart
path_walk = camper_10_walk
path_look = camper_1_look
def_state_campering = hide
on_info = {+agent_blockade_end -actor_ignored_sedoy_task} animpoint@wait_10
on_info2 = {+sherkchan_bandit_message_2} animpoint@wait_10

[animpoint@wait_10]:animpoint@standart
cover_name = jup_a18_animpoint_11
avail_animations = animpoint_sit_knee
on_info = {+actor_ignored_sedoy_task -sherkchan_bandit_message_2} camper@wait_10
;------------------------------------------------

[logic@camper_11]
suitable = {=target_squad_name(jup_a18_bandit_2_squad)} true
active = camper@wait_11
prior = 200
on_death = death@walker
on_hit = hit@walker

[camper@wait_11]:camper@standart
path_walk = camper_11_walk
path_look = camper_1_look
on_info = {+agent_blockade_end -actor_ignored_sedoy_task} walker@wait_2
on_info2 = {+sherkchan_bandit_message_2} walker@wait_2

[walker@wait_2]:animpoint@standart
path_walk = walker_2_walk
path_look = walker_2_look
def_state_moving = assault
def_state_moving1 = assault
on_info  = {+actor_ignored_sedoy_task -sherkchan_bandit_message_2} camper@wait_11
on_info2 = {=any_surge_started} walker@wait_3

[walker@wait_3]:animpoint@standart
path_walk = walker_3_walk
path_look = walker_3_look
def_state_moving = assault
def_state_moving1 = assault
on_info = {=all_surge_complete} walker@wait_2
;------------------------------------------------

[logic@camper_12]
suitable = {=target_squad_name(jup_a18_bandit_2_squad)} true
active = camper@wait_12
prior = 200
on_death = death@walker
on_hit = hit@walker

[camper@wait_12]:camper@standart
path_walk = camper_12_walk
path_look = camper_1_look
def_state_campering = hide
on_info = {+agent_blockade_end -actor_ignored_sedoy_task} walker@wait_1
on_info2 = {+sherkchan_bandit_message_2} walker@wait_1

[walker@wait_1]:animpoint@standart
path_walk = walker_1_walk
path_look = walker_1_look
def_state_moving = assault
def_state_moving1 = assault
on_info = {+actor_ignored_sedoy_task -sherkchan_bandit_message_2} camper@wait_12
on_info2 = {=any_surge_started} walker@wait_4

[walker@wait_4]:animpoint@standart
path_walk = walker_4_walk
path_look = walker_4_look
def_state_moving = assault
def_state_moving1 = assault
on_info = {=all_surge_complete} walker@wait_1
;------------------------------------------------

[logic@walker_12]
suitable = {=check_npc_name(sherkchan_bandit)} true
active = walker@wait_12
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@wait_12]:walker@standart
path_walk = walker_12_walk
path_look = walker_12_look
meet = meet@standart
on_info = {+agent_blockade_end} animpoint@wait_12

[animpoint@wait_12]:animpoint@standart
cover_name = jup_a18_animpoint_5
avail_animations = animpoint_sit_low
;------------------------------------------------

[logic@baloon]
suitable = {=check_npc_name(jup_a18_baloon_bandit)} true
active = animpoint@baloon
prior = 200
can_select_weapon = false
level_spot = trader
trade = misc\trade\trade_jup_b202_stalker_barmen.ltx
on_death = death@walker
on_hit = hit@walker

[animpoint@baloon]:animpoint@standart
cover_name = jup_a18_animpoint_8
avail_animations = animpoint_sit_knee
combat_ignore_cond = {!check_enemy_name(actor)} true, false

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

[logic@solovey]
suitable = {=check_npc_name(solovey_bandit)} true
active = animpoint@solovey
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@solovey]:animpoint@standart
cover_name = jup_a18_animpoint_13
avail_animations = animpoint_sit_ass
combat_ignore_cond = {!check_enemy_name(actor)} true, false
use_camp = false
on_info = {+start_forth_task_robbery_done} walker@solovey

[walker@solovey]:walker@standart
path_walk = solovey_1_walk
path_look = solovey_1_look
meet = meet@standart
on_signal = solovey | walker@solovey_1

[walker@solovey_1]:walker@standart
path_walk = solovey_2_walk
path_look = solovey_2_look
meet = meet@standart
def_state_moving = assault
def_state_moving1 = assault

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

[logic@harness]
suitable = {=check_npc_name(harness_bandit)} true, {=check_npc_name(vintar_bandit)} true
active = animpoint@harness
prior = 200
level_spot = mechanic
can_select_weapon = false
on_death = death@walker
on_hit = hit@walker

[animpoint@harness]:animpoint@standart
cover_name = jup_a18_animpoint_10
avail_animations = animpoint_sit_normal
combat_ignore_cond = {!check_enemy_name(actor)} true, false
use_camp = false

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

[logic@botan]
suitable = {=check_npc_name(botan_bandit)} true
active = animpoint@botan
prior = 200
can_select_weapon = false
level_spot = medic
trade = misc\trade\trade_bar_a12_medic.ltx
on_death = death@walker
on_hit = hit@walker

[animpoint@botan]:animpoint@standart
cover_name = jup_a18_animpoint_15
avail_animations = animpoint_sit_normal
combat_ignore_cond = {!check_enemy_name(actor)} true, false
;
;
;-------------------------------------------------------------------------------------------
;
;
[hit@smuggler]
on_info = {=hit_by_actor()} %+actor_attack_smuggler_squad%
on_info2 = {!hit_by_actor()} %=restore_health%

[logic@smuggler_1]
suitable = {=target_squad_name(jup_a24_smuggler_squad)} true
active = animpoint@smuggler_1
prior = 200
on_hit = hit@smuggler

[animpoint@smuggler_1]:animpoint@standart
cover_name = jup_a18_animpoint_5
avail_animations = animpoint_sit_low
;------------------------------------------------

[logic@smuggler_2]
suitable = {=target_squad_name(jup_a24_smuggler_squad)} true
active = animpoint@smuggler_2
prior = 200
on_hit = hit@smuggler

[animpoint@smuggler_2]:animpoint@standart
cover_name = jup_a18_animpoint_8
avail_animations = animpoint_sit_knee

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

[logic@smuggler_3]
suitable = {=target_squad_name(jup_a24_smuggler_squad)} true
active = animpoint@smuggler_3
prior = 200
on_hit = hit@smuggler

[animpoint@smuggler_3]:animpoint@standart
cover_name = jup_a18_animpoint_13
avail_animations = animpoint_sit_ass

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

[logic@smuggler_4]
suitable = {=target_squad_name(jup_a24_smuggler_squad)} true
active = animpoint@smuggler_4
prior = 200
on_hit = hit@smuggler

[animpoint@smuggler_4]:animpoint@standart
cover_name = jup_a18_animpoint_10
avail_animations = animpoint_sit_normal

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

[logic@smuggler_5]
suitable = {=target_squad_name(jup_a24_smuggler_squad)} true
active = animpoint@smuggler_5
prior = 200
on_hit = hit@smuggler

[animpoint@smuggler_5]:animpoint@standart
cover_name = jup_a18_animpoint_15
avail_animations = animpoint_sit_normal

;------------------------------------------------
[logic@baloon_1]
suitable = {=check_npc_name(jup_a18_new_baloon_bandit)} true
active = animpoint@baloon_1
prior = 200
can_select_weapon = false
level_spot = trader
trade = misc\trade\trade_jup_a1_baloon.ltx
on_death = death@walker
on_hit = hit@walker

[animpoint@baloon_1]:animpoint@standart
cover_name = jup_a18_animpoint_8
avail_animations = animpoint_sit_knee
combat_ignore_cond = {!check_enemy_name(actor)} true, false
